Friday 26 December 2014

[M641.Ebook] Download PDF Game Testing: All in One, by Charles P. Schultz, Robert Denton Bryant

Download PDF Game Testing: All in One, by Charles P. Schultz, Robert Denton Bryant

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Game Testing: All in One, by Charles P. Schultz, Robert Denton Bryant

Game Testing: All in One, by Charles P. Schultz, Robert Denton Bryant



Game Testing: All in One, by Charles P. Schultz, Robert Denton Bryant

Download PDF Game Testing: All in One, by Charles P. Schultz, Robert Denton Bryant

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Game Testing: All in One, by Charles P. Schultz, Robert Denton Bryant

An updated version of the bestselling, Game Testing All In One, 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.

  • Sales Rank: #1004431 in Books
  • Published on: 2011-08-05
  • Original language: English
  • Number of items: 1
  • Dimensions: 8.90" h x 1.00" w x 6.90" l, 1.90 pounds
  • Binding: Paperback
  • 300 pages

Review
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.

About the Author
Charles P. Schultz is a Microsoft Certified Educator, ASTQB certified Tester, and author of more than 20 US patents.

Robert Denton Bryant rose through the ranks as a game tester to produce dozens of video games over a 20-year career. He is director of the Interactive Games Studies program at St. Edward's University in Austin, Texas.

Most helpful customer reviews

0 of 0 people found the following review helpful.
Five Stars
By Crystal Edwards
Great book. There was nothing like this when I first started in the industry.

14 of 15 people found the following review helpful.
Why Game Testing All In One is a Must!
By Donald Costello
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.

1 of 1 people found the following review helpful.
An excellent book, especially for those new to the industry.
By FrijolesMang
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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