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Game Testing: All in One Paperback – August 5, 2011

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Editorial Reviews


There is one thing about game testing that is radically different from regular app testing: Its intensely pragmatic focus. All game testing cares about is what you test and how. Long digressions on the differences between unit test, integration tests, and UATs as well as configuring them to run on CI platforms are dreadfully off-target. The principal question is how to run enough different scenarios to assure yourself that the game is thoroughly tested. This book dives into this area and comes up with formulas for generating the minimum number of test cases using combinatorial factors and test flow diagrams. It also shows how to write and run the tests, do walkthroughs, use quality checklists, and assess this data in the context of an overarching QA plan.

Ad hoc testing, gameplay testing, capture and playback are also explained. Finally, the authors show how to put these tests and test results into a regression suite for subsequent reuse. There is no doubt that the techniques illustrated here are useful to mobile developers in non-game contexts; that is, as part of the testing of straight UI interaction. The book is entirely hands on, it rings of the authors’ experience, and is eminently readable. In all important ways, a breath of fresh air in the literature on software testing. Highly recommended.

From the Publisher

Covers the details of game testing from a current tester’s perspective. Includes elements of a textbook such as exercises, Q&As and quizzes. The first book completely dedicated to the game test industry. --This text refers to an out of print or unavailable edition of this title.

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Product Details

  • Paperback: 300 pages
  • Publisher: Mercury Learning & Information; Second edition (August 5, 2011)
  • Language: English
  • ISBN-10: 1936420163
  • ISBN-13: 978-1936420162
  • Product Dimensions: 8.9 x 6.9 x 1 inches
  • Shipping Weight: 1.9 pounds (View shipping rates and policies)
  • Average Customer Review: 4.8 out of 5 stars  See all reviews (4 customer reviews)
  • Amazon Best Sellers Rank: #551,238 in Books (See Top 100 in Books)

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15 of 16 people found the following review helpful By Donald Costello on April 2, 2005
Format: Paperback
Traditional program testing has come a long way in 50 years but the complexity, time constraints and variety of situations facing game testers is at the edge of the software testing world.

The authors combine authentic experience with Computer Games and Game Testing in a logical, pragmatic and interesting way. They long ago reasoned that it is very costly (if not sometimes impossible) to test all possible paths through a game's options and through the application of some insightful statistical approaches present ways to reduce the total number of tests required under certain assumptions. To me this one insight was worth the cost of the book.

Beyond this outstanding statistical testing insight for the workers in the field, the expository material that covers Games is exceptionally good for the individual trying to put the whole field in perspective. In Part I they address "Being a Game Tester" (with a side venture later in the book to identify different game testing personalities) followed by a good discussion of "Why Testing is Important". Part II talks about the "Making of a Game" while Part III introduces the concepts and vocabulary of Testing. In Part IV the authors bring in the concept of Combinatorial Testing ( another statistical approach) and present it in a step by step way so that the tester can perform the testing suite without knowing all of the theory behind that approach. "Test Flow Diagrams", "Cleanroom Testing" and "Test Trees" adds very modern disciplined techniques to the testing tool process that will prove of value. Part V discusses some advanced testing ideas all of which are very practical in the fast evolving world of Games.

The authors seem to have been brought together and inspired to write just at the time when the field realizes that loosely structured ad-hoc testing may be costing more than the field can afford.
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1 of 1 people found the following review helpful By FrijolesMang on October 18, 2013
Format: Paperback Verified Purchase
I'm in a video game testing class and needed something more than the recommended reading required by our professor. The material selected for the class, as admitted by our prof, was not really sufficient; hence all of our handouts and note taking sessions. I started researching and came across this book. It covers, in fairly good detail, most everything involved in the processes of game testing. I have friends who are software engineers / developers who have said that this book is tenfold better than the one that was recommended by the college, but it's still not quite complete. However, they are software engineers and know the processes, inside and out, start to finish. If you are looking for a book that gives that extra, needed edge in the knowledge of the testing processes (esp. for video game development and testing) this is an excellent place to start. This book keeps me from feeling lost in a class where I was, at first, clueless.
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Format: Kindle Edition Verified Purchase
There's no shortage of books on the sexy aspects of game development - design, art, programming, business - but hardly any on testing, which is an integral part of a game project. Keep in mind, it's much more likely for a company to have a full-time testing staff all the way through the project than audio designers or writers. So you might find this long and comprehensive text a bit dry, but it is important. It explains the importance of testing, explains various methodical techniques to provide test coverage and makes the subject a bit more interesting by citing examples of real games. I thought I pretty much knew everything about this subject, but I did learn one thing that now seems obviously useful - having separate priority and severity labels for each bug report in a bug database (a peeve of mine is that severities are often altered or bugs even in accurately marked closed to make the numbers look good - "juking the stats" as they say in The Wire). If I had to list some areas of improvement, I'd say the initial definition of regression testing didn't sound quite right to me and it's still not clear to me how to implement proper regression testing. And as a programmer, the explanations of coding bugs sound a bit weird to me (also, there's one additional bug category I could supply from personal experience - bugs that show up in release builds but not developer builds because there's "safer" compilation in the latter). But until there's some competition, this should be the standard reference.
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0 of 1 people found the following review helpful By may on July 1, 2013
Format: Paperback Verified Purchase
the book looked brand new and looked like it was never used. until I got a hold of it. the delivery was fast as i ordered last minute and it came in just in time before my classes started
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