Game Testing All in One / Edition 1

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"Game Testing All in One" reveals how to apply software test engineer methodologies to the game industry. It examines several game genres, detailing the product cycle and testing fundamentals specific to each. Master testing techniques as you work through a set of tutorials on four methodologies for producing tests for your game. Learn how to quickly produce useful test documents, capture important data, and analyze measurements. "Game Testing All in One" outlines the roles and responsibilities of a game tester, offering an in-depth look at the responsibilities of each member of the game team. You'll even get tips for finding employment in the industry as a game tester.

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Product Details

  • ISBN-13: 9781592003730
  • Publisher: Cengage Learning
  • Publication date: 2/21/2005
  • Edition description: BK&CD-ROM
  • Edition number: 1
  • Pages: 416
  • Product dimensions: 7.38 (w) x 8.92 (h) x 1.11 (d)

Meet the Author

Charles P. Schultz is a Software Architect at Research in Motion, leading the development of mobile applications for enterprise social networking. As an Operations Manager at Motorola, Charles worked on software testing and mobile gaming innovations, resulting in16 patents issued and several Cycle Time and Best Practice awards for his contributions to software testing and automation. He has contributed over 20 technical publications and presentations at industry conferences in the areas of personal robotics, software quality, and gaming. Charles holds a Bachelor's Degree in Electrical Engineering from Rensselaer Polytechnic Institute and a Masters Degree in Computer Education from Barry University. He is a Senior Member of the American Society for Quality, Board Member of the South Florida Chapter of the International Game Developers Association, a Six Sigma Green Belt, Certified Software Quality Engineer, and Frisbee Master.

Robert Bryant is Studio Director at video game publisher Crave Entertainment, where he has also served as QA Manager and Executive Producer of such games as World Championship Poker and Tokyo Xtreme Racer 3. He began his games career in the interactive division of Mattel, Inc., where he was lead tester on dozens of projects. He is a frequent speaker on the subjects of game testing methods and management.

Tim Langdell is full-time faculty in the USC Viterbi School of Engineering's Information Technology Program where he chairs the Game Curriculum Sub-Committee and teaches game design and game testing. He is also Chairman of EDGE Games, which he founded in 1979. Langdell is the author of several books on game programming and has produced more than 180 games, including Alien Syndrome, Brian Bloodaxe, and Fairlight.

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Table of Contents

1. Two Rules of Game Testing 2. Being a Game Tester 3. Why Testing is Important 4. The Game Team 5. The Game Production Cycle 6. Software Quality 7. Test Phases 8. The Test Process 9. Testing by the Numbers 10. Combinatorial Testing 11. Test Flow Diagrams 12. Cleanroom Testing 13. Test Trees 14. Play Testing and Ad Hoc Testing 15. Defect Triggers 16. Game Test Automation 17. Capture/Playback Testing Appendix A. Answers to Review Questions and Exercise Appendix B. Project Lifecycle Documents Appendix C. Combinatorial Table Templates Appendix D. Test Flow Diagram Templates Appendix E. Sample Test Suite: RTS Building Checklist Appendix F . Whats on the CD

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