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Game testing : all in one / Charles P. Schultz, Robert Denton Bryant.

Ebook Central College Complete Available online

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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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