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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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Toc

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

A test plan

A test plan is one of the key components of test planning and test management. While a test plan as a document is precisely described in official testing documentation, in ISTQB material, and by testing standards, in games, the test plan is often very different.

What is a test plan?

A test plan is a document that outlines all the aspects of the testing and it’s prepared before testing activities start. The test plan, at minimum, includes information about who is doing the testing, what is being tested, how is it going to be tested, when is going to be tested, and where it is going to be tested.

We can see that a test plan can be quite an intricate document with lots of detailed information. In more traditional development, it used to be like that – a long document with lots of details. But, when we work with agile game development and a short development cycle, having exceptionally detailed documents that extend far into the future is counterproductive...

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