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Modern Game Testing

You're reading from   Modern Game Testing Learn how to test games like a pro, optimize testing effort, and skyrocket your QA career

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Product type Paperback
Published in Jul 2023
Publisher Packt
ISBN-13 9781803244402
Length 232 pages
Edition 1st Edition
Concepts
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Authors (2):
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Kalle Kaivola Kalle Kaivola
Author Profile Icon Kalle Kaivola
Kalle Kaivola
Nikolina Finska Nikolina Finska
Author Profile Icon Nikolina Finska
Nikolina Finska
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Table of Contents (19) Chapters Close

Preface 1. Part 1: Game Testing Foundation
2. Chapter 1: Setting the Stage – Introduction to QA for Modern Games FREE CHAPTER 3. Chapter 2: All Engines Go – The Basics of Game QA 4. Chapter 3: A Deeper Look – Types of Testing in Games 5. Chapter 4: Deeper Look – Testing on Various Gaming Platforms – Mobile, PC, and Console 6. Chapter 5: It Must Be Hardware: Testing Hardware in Modern Game QA 7. Part 2: Test Strategy and Execution
8. Chapter 6: Friend or Foe – Test Cases 9. Chapter 7: It Works on My Machine: Bug Flow 10. Chapter 8: I Thought I Fixed That: How to Write Efficient Bug Reports 11. Chapter 9: It Works, but It Hasn’t Been Tested: Testing Approach 12. Chapter 10: Eat, Sleep, Test, Repeat: Test Methodology 13. Part 3: Test Management and Beyond
14. Chapter 11: Are You on the Right Version? Live Ops and QA 15. Chapter 12: Beyond Testing – Introduction to Test Management 16. Chapter 13: There Are No BUGS Without U – QA and the Game Team 17. Index 18. Other Books You May Enjoy

Test sets – how to build one

Every game, besides console games, needs to be tested on at least several devices. That means the QA team needs to have a set of testing devices that can be used as required. The collection of devices used for testing our game build is called the test set. But how do we go about building an optimal test set? We will be focusing primarily on mobile devices here.

We always start from the principal device. This is the device that we use the most and should be representative of the majority of our target audiences. Very often in small studios, developers just use their own personal devices. While that’s better than nothing, it’s not necessarily the best approach to testing on devices. If the device is made only for the local market, for example, or is different from what our target audience uses, we might prioritize bugs differently and have an unrealistic idea of the priorities in the project. We will learn more about how to prioritize...

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