Название: Game Testing: All in One, 3rd Edition Автор: Charles P. Schultz, Robert Denton Bryant Издательство: Mercury Learning and Information Год: 2017 Страниц: 431 Язык: английский Формат: pdf (true), epub Размер: 20.1 MB
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.
Testing must be important to game publishers because of all the trouble they go through to staff and fund testers and then organize and manage the rounds of beta testing that precede the official game release. It’s important to console providers because they require certain quality standards to be met before they will allow a title to ship for their box. Mobile game testing is required by handset manufacturers and wireless carriers in order for games to get approved for use on their devices and networks.
Testing is important to the development team. They rely on testers to find problems in the code. The testers bear the burden of getting blamed when serious defects escape their notice. If defects do escape, someone wonders why they paid all that money for testing.
Testing is important because of the contractual commitments and complex nature of the software required to deliver a top-notch game. Every time someone outside of your team or company is going to get a look at the game, it is going to be scrutinized and publicized.
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