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Game testing : all in one / Charles P. Schultz, Robert Denton Bryant.
- Format:
- Book
- Author/Creator:
- Schultz, Charles P., author.
- Bryant, Robert Denton, 1963- author.
- Language:
- English
- Subjects (All):
- Video games--Design.
- Video games.
- Video games--Programming.
- Physical Description:
- 1 online resource (404 pages) : illustrations
- Edition:
- Third edition.
- Place of Publication:
- Dulles, Virginia : Mercury Learning and Information, 2017.
- Summary:
- An updated version of the bestselling Game Testing All In One, Second Edition, this book equips the reader with the rationale for vigorous testing of game software, how game testing and the tester fit into the game development process, practical knowledge of tools to apply to game testing, game tester roles and responsibilities, and the measurements to determine game quality and testing progress. The reader is taken step-by-step through test design and other QA methods, using real game situations. The book includes content for the latest console games and the new crop of touch, mobile, and social games that have recently emerged. A companion DVD contains the tools used for the examples in the book and additional resources such as test table templates and generic flow diagrams to get started quickly with any game test project. Each chapter includes questions and exercises, making the book suitable for classroom use as well as a personal study or reference tool.Features: * Uses a wide range of game titles and genres, including newer gaming experiences such as social networking games, games utilizing music and motion controllers, and touch games on mobile devices * Includes a new chapter on Exploratory Testing * Includes test methodology tutorials based on actual games with tools that readers can use for personal or professional development * Demonstrates methods and tools for tracking and managing game testing progress and game quality * Features a companion DVD with templates, resources, and projects from the bookOn the DVD: * Contains the tools used for the examples in the book as well as additional resources such as test table templates and generic flow diagrams that can be used for individual or group projects * All images from the text (including 4-color screenshots) * FIFA video from a project in the book eBook Customers: Companion files are available for downloading with order number/proof of purchase by writing to the publisher at info@merclearning.com.
- Contents:
- Intro
- Halftitle
- Title
- Copyright
- Contents
- Preface
- Acknowledgments
- Chapter 1: Two Rules of Game Testing
- Don't Panic
- Unfamiliar
- Unprepared
- Under Pressure
- Unrested
- Late Night Testing Checklist
- Pre-Test
- Post-Test
- Nearsighted
- Trust No One
- Balancing Act
- Word Games
- Last Chance
- Trust Fund
- Give and Take
- The Rest of the Story
- Summary
- Chapter 2: Being a Game Tester
- Playing Games
- Identifying Bugs
- Here Comes the Judge
- Amplifying Problems
- Early Bird
- Places Everyone
- Notifying the Team
- Describe
- Pick a Severity
- Prioritize
- Be Helpful
- Pass or Fail?
- Testify to Others
- Verify the Fix
- Exercises
- References
- Chapter 3: Why Testing is Important
- Who Cares?
- Defect Typing
- Functions
- Assignments
- Checking
- Timing
- Build/Package/Merge
- Algorithms
- Documentation
- Interfaces
- Testing Happens
- Chapter 4: Software Quality
- Game Quality Factors
- Game Quality Appraisal
- Walkthroughs
- Reviews
- Checklist-based Reviews
- Inspections
- Game Standards
- User Interface Standards
- Coding Standards
- Game Quality Measurements
- Six Sigma Software
- Phase Containment
- Quality Plans
- QA Personnel
- Standards
- Reviews and Audits
- Feedback and Reports
- Problem Reporting and Corrective Action
- Tools, Techniques, and Methods
- Supplier Control
- Training
- Risk Management
- Chapter 5: Test Phases
- Pre-Production
- Planning Tasks
- Determine the Scope of Testing the Project Will Require
- Assign a Lead Tester
- Determine Phase Acceptance Criteria
- Participate in Game Design Reviews
- Set Up the Defect Tracking Database
- Draft Test Plans and Design Tests
- Testing Before Testing Begins
- Test Kickoffs
- Alpha Testing
- Alpha Phase Entry Criteria.
- Beta Testing
- Beta Phase Entry Criteria
- Design Lock
- Letting Bugs Go
- Gold Testing
- Last-Minute Defects
- Release Certification
- Post-Release Testing
- "Live Teams"
- Chapter 6: The Game Testing Process
- "Black Box" Testing
- "White Box" Testing
- The Life Cycle of a Build
- Test Cases and Test Suites
- Entry Criteria
- Configuration Preparation
- Smoke Testing
- Regression Testing
- Testing "Around" a Bug
- On Writing Bugs Well
- Just the Facts, Ma'am
- Brief Description
- Full Description
- Great Expectations
- Habits to Avoid
- Chapter 7: Testing by the Numbers
- Testing Progress
- Testing Effectiveness
- Tester Performance
- Chapter 8: Combinatorial Testing
- Parameters
- Values
- Defaults
- Enumerations
- Ranges
- Boundaries
- Constructing Tables
- Combinatorial Templates
- Combinatorial Test Generation
- Combinatorial Economics
- Chapter 9: Test Flow Diagrams
- TFD Elements
- Flows
- Events
- Actions
- States
- Primitives
- Terminators
- TFD Design Activities
- Preparation
- Allocation
- Construction
- A TFD Example
- Data Dictionary
- Data Dictionary Application
- Data Dictionary Reuse
- Data Dictionary Example
- TFD Paths
- Minimum Path Generation
- Baseline Path Method
- Expert Constructed Paths
- Combining Path Strategies
- Producing Test Cases from Paths
- TFD Templates
- To TFD or Not to TFD?
- Chapter 10: Cleanroom Testing
- Usage Probabilities
- Mode-Based Usage
- Player Type Usage
- Real-Life Usage
- Cleanroom Test Generation
- Cleanroom Combinatorial Tables
- Cleanroom Combinatorial Example
- TFD Cleanroom Paths
- TFD Cleanroom Path Example
- Flow Usage Maintenance
- Flow Usage Profiles
- Inverted Usage
- Calculating Inverted Usage
- Combinatorial Table Usage Inversion.
- TFD Flow Usage Inversion
- Chapter 11: Test Trees
- Test Case Trees
- Tree Feature Tests
- Test Tree Designs
- Chapter 12: Ad Hoc Testing and Gameplay Testing
- Ad Hoc Testing
- Free Testing Comes From the Right Side of Your Brain
- "Fresh Eyes"
- Directed Testing Makes Order Out of Chaos
- Set Goals and Stick to Them
- If You're Not Recording, You're Not Testing
- Avoid Groupthink
- Testing as Detective Work
- How to Be a Repro Man (or Woman)
- The Scientific Method
- Gameplay Testing
- A Balancing Act
- "It's Just a Suggestion"
- Making a Game Easy Is Hard Work
- External Testing
- Subject Matter Testing
- External Beta Testing
- Who Decides?
- Chapter 13: Defect Triggers
- Operating Regions
- Pre-Game Operating Region
- Game Start Operating Region
- In-Game Operating Region
- Post-Game Operating Region
- The Triggers
- The Configuration Trigger
- The Startup Trigger
- The Exception Trigger
- The Stress Trigger
- The Normal Trigger
- The Restart Trigger
- Classifying Defects
- Defect Triggers and Test Designs
- Combinatorial Design Trigger Examples
- TFD Trigger Examples
- Chapter 14: Regression Testing and Test Reuse
- A-B-C's
- Defect Modeling
- Time Keeps on Ticking
- Expanding Possibilities
- Test Reuse
- TFD Design Patterns
- Looking Back and Forth
- Combinatorial Expansion
- Chapter 15: Exploratory Game Testing
- Exploratory Testing Overview
- Sports
- Stadium Tour
- Player Tour
- Manager Tour
- Combat
- Military Tour
- Side-Scroller Tour
- Medic Tour
- Energy Tour
- The Couch Potato Tour
- The Rained Out Tour
- The Taxi Cab Tour
- The Prior Version Tour
- The Obsessive-Compulsive Tour
- Recording Exploratory Tests
- Exploration Tips
- Reporting Exploratory Results
- Filing Bug Reports.
- Session Based Testing
- Appendix A: Odd-Numbered Answers to Exercises
- Appendix B: Basic Test Plan Template
- Appendix C: Combinatorial Test Templates
- Appendix D: Test Flow Diagram (TFD) Templates
- Appendix E: On the Companion Disc
- Index.
- Notes:
- Description based on publisher supplied metadata and other sources.
- Other Format:
- Print version :
- ISBN:
- 9781944534424
- 1944534423
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