Front Cover....1
Half-Title Page....2
LICENSE, DISCLAIMER OF LIABILITY, AND LIMITED WARRANTY....3
Title Page....4
Copyright Page....5
Contents....6
Foreword....16
Preface to the Fourth Edition....20
Acknowledgments....24
Chapter 1: Your Role on the Game Development Team....26
“You Get Paid to Play Games?”....26
Elements of a Game Development Team....27
Programmers....27
Artists....28
Animators....28
Level Designers....29
Sound Designers....29
Game Designers....30
Producers....30
Testers....31
Putting It All Together....32
The Game Production Cycle....33
Concept Development....33
Development....39
Alpha....40
Beta....40
Code Lock....42
Gold....42
Patches....42
Updates....42
Ready, Tester One?....43
Exercises....43
Reference....43
Chapter 2: The Basics of Game Testing....44
Not All Players Are Alike....45
Black Box Testing....46
White Box Testing....47
Your First Test Suite....49
Writing Test Cases and Test Suites....53
The Life Cycle of a Build....55
The Testing Feedback Loop....57
The Essence of a Bug Report....57
Testing “Around” a Bug....57
Not All Testers Are Alike....59
Exercises....61
References....61
Chapter 3: Bug Report Writing and Defect Tracking....62
How to Write a Bug Report....62
Just the Facts, Please....63
The Brief Description....64
The Full Description....65
Great Expectations....67
Habits to Avoid....69
Using the Bug Database....70
Category....71
Summary....71
(Full) Description....71
Severity....72
Priority....72
Attachments and Recordings....73
Other Database Fields....73
Exercises....76
References....76
Chapter 4: How Bugs Happen....78
Who Cares?....79
Defect Types....79
Functions....81
Assignments....83
Checking....85
Timing....86
Build/Package/Merge....87
Algorithms....91
Documentation....94
Interfaces....96
Testing Happens....98
Exercises....99
References....101
Chapter 5: The Phases of Game Quality Assurance....102
Pre-Production....103
Planning Tasks....103
Determine the Scope of Testing the Project Will Require....104
Assign a Lead Tester....106
Establish Milestone Acceptance Criteria....106
Participate in Game Design Reviews....107
Set Up the Defect Tracking Database....108
Draft Test Plans and Design Tests....110
Testing Before Testing Begins....111
Test Kickoffs....112
Configuration Preparation....119
Smoke Testing....121
Alpha Testing....121
Alpha Phase Entry Criteria....122
Regression Testing....123
Beta Testing....125
Beta Phase Entry Criteria....125
Design Lock....126
Living with Bugs (For Now)....127
“The Swing Set of Death”....128
Patches, Updates, and Hotfixes....129
Gold Testing....130
Last-Minute Defects....131
Release Certification....132
Post-Release Testing....132
Live Teams....133
Exercises....135
Reference....135
Chapter 6: Exploratory Testing and Gameplay Testing....136
Ad Hoc Testing....136
Free Testing Comes from the Right Side of Your Brain....137
“Fresh Eyes”....137
Directed Testing Makes Order Out of Chaos....139
If You Are Not Recording, You Are Not Testing....140
Avoid Groupthink....142
Testing as Detective Work....143
The Benefits of Reproduction....144
The Scientific Method....146
Gameplay Testing....147
A Balancing Act....147
“It’s Just a Suggestion”....150
Making a Game Easy is Hard Work....151
External Testing....152
Who Decides?....155
Exercises....155
References....156
Chapter 7: The Two Rules of Test Management....158
Rule One: Do Not Panic....158
Unfamiliar....159
Unprepared....159
Under Pressure....160
Unrested....161
“Nearsighted”....163
Rule Two: Trust No One....163
Balancing Act....164
Word Games....164
Last Chance....165
Trust Fund....166
Managing Crunch Time....166
Give and Take....168
The Rest of the Story....169
Exercises....170
Reference....170
Chapter 8: Combinatorial Testing....172
Parameters....172
Values....173
Defaults....173
Enumerations....174
Ranges....174
Boundaries....175
Constructing Tables....177
Combinatorial Templates....197
Combinatorial Test Generation....200
Combinatorial Economics....204
Exercises....205
Chapter 9: Test Flow Diagrams....206
TFD Elements....206
Events....207
Actions....207
States....208
Primitives....208
Terminators....208
TFD Design Activities....208
Preparation....209
Allocation....209
Construction....209
A TFD Example....211
Data Dictionary....217
Data Dictionary Application....217
Data Dictionary Reuse....217
Data Dictionary Example....218
TFD Paths....222
Minimum Path Generation....222
Baseline Path Method....223
Expert Constructed Paths....225
Combining Path Strategies....227
Producing Test Cases from Paths....228
TFD Templates....232
When Should You Create a TFD?....233
Exercises....234
Chapter 10: Cleanroom Testing....236
Usage Probabilities....237
Mode-Based Usage....237
Player-Type Usage....238
Real-Life Usage....240
Cleanroom Test Generation....240
Cleanroom Combinatorial Tables....241
Cleanroom Combinatorial Examples....243
TFD Cleanroom Paths....249
TFD Cleanroom Path Example....250
Flow Usage Maintenance....253
Flow Usage Profiles....254
Inverted Usage....256
Calculating Inverted Usage....257
Combinatorial Table Usage Inversion....258
TFD Flow Usage Inversion....259
Exercises....263
References....263
Chapter 11: Test Trees....264
Test Case Trees....264
Tree Feature Tests....267
Test Tree Designs....272
Exercises....280
Chapter 12: Defect Triggers....282
Operating Regions....282
Pre-Game Operating Region....282
Game Start Operating Region....283
In-Game Operating Region....283
Post-Game Operating Region....284
The Triggers....284
The Configuration Trigger....284
The Startup Trigger....286
The Exception Trigger....287
The Stress Trigger....288
The Normal Trigger....288
The Restart Trigger....289
Classifying Defects....289
Defect Triggers and Test Designs....292
Combinatorial Design Trigger Examples....293
TFD Trigger Examples....299
Exercises....306
Reference....307
Chapter 13: Regression Testing and Test Reuse....308
Regression Testing....308
The A-B-C Method....308
Defect Modeling....311
Time Keeps on Ticking....314
Expanding Possibilities....316
Test Reuse....317
TFD Design Patterns....318
Looking Back and Forth....322
Combinatorial Expansion....323
Exercises....331
Reference....331
Chapter 14: Testing by the Numbers....332
Testing Progress....332
Testing Effectiveness....336
Tester Performance....339
Exercises....342
Chapter 15: Software Quality....344
Game Quality Factors....345
Game Quality Appraisal....346
Walkthroughs....347
Reviews....349
Checklist-based Reviews....349
Inspections....350
Game Standards....352
User Interface Standards....353
Coding Standards....354
Game Quality Measurements....356
Six Sigma Software....356
Phase Containment....358
Quality Plans....362
QA Personnel....362
Standards....363
Reviews and Audits....363
Feedback and Reports....364
Problem Reporting and Corrective Action....365
Tools, Techniques, and Methods....365
Supplier Control....368
Training....369
Risk Management....369
Exercises....370
References....370
Appendix A: Odd-Numbered Answers to Exercises....372
Chapter 1 — Your Role on the Game Development Team....372
Chapter 2 — The Basics of Game Testing....372
Chapter 3 — Bug Report Writing and Defect Tracking....373
Chapter 4 — How Bugs Happen....373
Chapter 5 — The Phases of Game Quality Assurance....373
Chapter 6 — Exploratory Testing and Gameplay Testing....374
Chapter 7 — The Two Rules of Test Management....374
Chapter 8 — Combinatorial Testing....374
Chapter 9 — Test Flow Diagrams....377
Chapter 10 — Cleanroom Testing....378
Chapter 11 — Test Trees....379
Chapter 12 — Defect Triggers....380
Chapter 13 — Regression Testing and Test Reuse....381
Chapter 14 — Testing by the Numbers....383
Chapter 15 — Software Quality....384
Appendix B: Sample Test Suite: RTS Building Checklist....386
Appendix C: Basic Test Plan Template....396
Section I: QA Team (and areas of responsibility)....396
Section II: Testing Procedures....397
Section III: How Testing Requirements are Generated....401
Section IV: Bug Tracking Software....401
Section V: Bug Classifications....401
Section VI: Bug Tracking....401
Section VII: Scheduling and Loading....402
Section VIII: Equipment Budget and Costs....402
Appendix D: Combinatorial Test Templates....404
Tables of Parameters with Two Test Values....404
Tables of Parameters with Three Test Values....407
Appendix E: Test Flow Diagram (TFD) Templates....414
Power-Ups....414
Craft Item....415
Heal Character....416
Create/Save....416
Unlock and Buy Item....417
Update Song List....418
Complete a Mission or Quest....419
Get Weapon and Ammo....420
Glossary....422
Index....426
An updated version of the bestselling, Game Testing All In One Third Edition, this fourth edition serves as your comprehensive handbook to video game testing, guiding you through the essential skills needed to succeed in this exciting field. Whether you are a student seeking to enter the video game industry or a working professional aiming to refine your skills, this new edition gives you the basic skills of testing, demonstrates how game testing and testers fit into the game development process, and includes practical knowledge of tools, roles, responsibilities, and the metrics used to determine game quality and test progress. The reader is taken step-by-step through test design and other QA methods, using real game situations, and featuring interviews with veteran game developers. The book includes companion files for downloading with templates and tutorials for creating both combinatorial tables and test flow diagrams, which form the basis of a robust video game QA plan. Each chapter includes questions and exercises, making the book suitable for classroom use as well as a personal study or reference tool.