Avejajed wrote...
I'm just really fascinated by the
technical aspect of making games. For instance- I always thought QA came
rather far down the line (meaning- after there was already a fair bit
of content, or nearly done) , but really you guys are with the game from
the very beginning? Everyone's sort of working all at once? What's the
difference between QA and other types of testers?
I apologize if I'm asking stupid questions.
Not a stupid question at all. I think most people see a movie like Grandma's Boy or something and assume ALL QA is like that.
Your assumptions aren't that far off. Even at BioWare, the QA staff ramps up as development approaches release because, as you say, there's more content to test and we typically make large games which can use a good amount of eyes in a variety of different perspectives.
There are advantages to having dedicated QA though, and I say this mostly to validate to any important people that may read this that they should continue to employee me!
I'm a software programmer by education, so I actually know how to program and have a bit deeper understanding of how software development happens programmatically compared to say, just an average, really passionate video game player (note that a QA that is "just" a passionate video game player could very well be much better at critiquing story, setting, etc. etc. than I would ever be
As a result, I typically join projects earlier in development, and for DA3 I was definitely embedded into the digital acting team early into "preproduction" when a lot of things are still vague concepts and general ideas and not anywhere close to being "in game." I am able to look at potential features from a different perspective and help the programmers and designers come up with edge cases that may have been overlooked. So early on I actually read a fair bit of documentation in terms of what our ideas are for how to implement some of the core features. Frankly this is useful for me just so I have an idea on what and how to test features once they come down the pipeline.
Without boring you with the actual day to day, a big advantage of this is that typically, the earlier in development you can find a bug, the cheaper it is to fix it. Really, the first level of QA is typically from whoever implements the code/feature. A programmer will add a feature and run his/her own tests on it to make sure it is working properly. I am basically the liaison between production managers and the programmers in that nothing is "truly" done until I sign off on the listed feature, as I'm that second set of eyes to make sure things are working both as the programmer intended, as well as what the customer is expecting. For example, a programmer may think "Yup, all done" and it doesn't have any bugs in it, but for example a writer might look at it and go "Ohhh, this wasn't really what I was thinking" or "This feature is not at all what I thought I was asking for!" So tasks get set up with a level of "acceptance criteria" that the Cinematics Lead feels the feature needs to be able to do. This helps the programmer know exactly what is being requested and helps me know what the key areas are to test.
If I find any issues with a feature, bugs get filed and they are triaged. Serious issues that show the system isn't really working at all, or issues that may prevent other people from working, are escalated as "blocker" issues that have to get fixed ASAP. Other might be minor usability things with easy work around or only rare edge cases that we usually allocate for "bug weeks" when the team focuses on fixing bugs rather than creating new features.
On top of testing new features as they come in, I create and design "regression tests" either through automation (scripts and programs that test things automatically) or through a relatively structured test level to help set up test situations. I created a "smoke test" level (testing if things are on fire) that I run daily to make sure core Digital Acting systems still work. During this I'll make sure that the conversation wheel is still working, plots still work, stage systems are still working, Voice Over still plays etc. Not very in depth (or it'd take all day), but a quick pass for critical features to make sure that people are able to work. If John Epler can't set a stage mark while creating a scene, he comes to me and says "WTF Schumacher you bum!" (after trying to persuade me to play DayZ...), so I try to help make sure that doesn't happen. Sometimes a presumably unrelated change someone had made on, say, the exploration team, has inadvertently caused our conversation cameras to go all wonky and now we need to get it working!
We do have "content QA" right now as well, and we're slowly starting to get more and more as more content goes Live. Even early though, we'll get people taking passes over the story and checking for consistency and making sure the narrative makes sense, and so forth. And all this is just for the conversation/cinematics type stuff. There's other "tech QA" types that are embedded into combat, audio, level design, and so forth.
Towards the end of the project, when less and less new features are coming into the game, we spend less time regressing the systems, and I start to become more of a general playthrough tester. Usually they find a way to still leverage my programming skills (such as focusing on trapping already reported issues for programmers to investigate directly in code... basically saving the programmer the time of reproducing a complicated bug with a debugger attached to it), but sometimes it's just "Hey, another person to play through the game!? Okay, we haven't had a playthrough with Choices X, Y, and Z made, with the following party members. Can you do that for us?" and I go yessir and play through the game more traditionally.
So that's a not so abridged response to your question
EDIT: Poking fun at John aside, he and the rest of the team have actually been remarkably helpful in terms of helping set up test content as well, as well as going over their workflows and whatnot and helping me learn new systems. I think we're a pretty solid team if I do say so myself
Modifié par Allan Schumacher, 03 octobre 2012 - 07:08 .





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