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Game Testing: All in One Paperback – August 5, 2011
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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 testers 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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Top customer reviews
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.