Book Image

Modern Game Testing

By : Nikolina Finska
Book Image

Modern Game Testing

By: Nikolina Finska

Overview of this book

Few things are more annoying for gamers than encountering a buggy new game. This often leads to negative reviews, and in turn, you’ll find that demand for your games declines. The solution lies in better quality assurance (QA) – and Modern Game Testing will show you how to achieve just that. Whether you’re a new tester, developer or producer, the QA testing techniques shown in this book, using modern methodologies and the latest technology, will have you releasing quality games that are on time and, most importantly, on budget. The book begins by introducing you to QA and the various types of tests that are performed on games. You’ll then explore test cases and bug reporting, building tests for different platforms (even consoles and PCs), and LiveOps and test management. As you advance, you’ll build a QA team from scratch and work with remote QA testers. The chapters help you take a more traditional approach to learning lessons, enabling you to examine the modern agile approach and various testing strategies that you can then adopt. All angles are covered with oodles of examples, so you’ll have everything you need to implement QA strategies in your organization. By the end of this book, you’ll have a clear understanding of the modern methodologies of QA testing for games, and be able to build efficient, reliable, and long-lasting QA teams.
Table of Contents (19 chapters)
1
Part 1: Game Testing Foundation
7
Part 2: Test Strategy and Execution
13
Part 3: Test Management and Beyond

A test plan

A test plan is one of the key components of test planning and test management. While a test plan as a document is precisely described in official testing documentation, in ISTQB material, and by testing standards, in games, the test plan is often very different.

What is a test plan?

A test plan is a document that outlines all the aspects of the testing and it’s prepared before testing activities start. The test plan, at minimum, includes information about who is doing the testing, what is being tested, how is it going to be tested, when is going to be tested, and where it is going to be tested.

We can see that a test plan can be quite an intricate document with lots of detailed information. In more traditional development, it used to be like that – a long document with lots of details. But, when we work with agile game development and a short development cycle, having exceptionally detailed documents that extend far into the future is counterproductive...