Index_P


P

package defects, 47 ‚ 50
pairwise tables, combinatorial testing, 188 ‚ 202
panic symptoms
discussed, 3
focus, lack of, 8 ‚ 9
preparedness, being unprepared, 5
pressures, 5 ‚ 7
restlessness, unrested mindsets , 8
unfamiliarity, 4
parameters, combinatorial testing, 183 ‚ 184
Pareto Charts, quality factors, 123, 125
Passes outcomes , 23
patches
post-release testing, 149
release stage, 100
paths. See test paths
PCE (Phase Containment Effectiveness), 116 ‚ 119
Permanent State Worlds (PSWs), 341
Peterson, Ivars ( Fatal Defect ), 26
phase acceptance criteria, pre-production test phase, 133
Phase Containment Effectiveness (PCE), 116 ‚ 119
pitch docs
concept development cycle, 87
documentation, 396 ‚ 397
P&L (Profit and Loss)
concept documents, 89 ‚ 90
project planning, 94
platform section, technical design documents, 417
Play Calling values example, combinatorial table construction, 192
play testing
balance, 297 ‚ 300
beta testing, external, 301 ‚ 302
design changes, 298 ‚ 299
external testing, 300 ‚ 302
overview, 296
playback. See capture/playback test automation player type usage, cleanroom testing, 245 ‚ 246
Pok ƒ mon, 79
Post-Game operating regions , 308 ‚ 309
post-release testing, 149
powerups , TFD templates, 435
Pre-Game operating regions, 308
pre-production test phase
defect tracking database setup, 134 ‚ 135
draft test plans, 135
lead tester assignment, 133
modular testing, 137
phase acceptance criteria, 133
scope of test, 130 ‚ 132
task planning, 130 ‚ 134
test cases, 137
test steps, 137
test suite, 137
preparation activities, test flow diagrams, 214
preparedness, being unprepared, 5
preproduction (proof of concept)
art production plans, 92 ‚ 93
budget plans, 94
development schedules, 94
game design documents, 91 ‚ 92
manpower plans, 93
milestone definitions, 94
profit and loss estimations, 94
project plans, 93 ‚ 94
project tracking documents, 94
prototypes , 95
resource plans, 93
technical design documents, 93
pressures, panic symptoms and, 5 ‚ 7
primary testers, 133
primitives, test flow diagrams, 213
priority choices, DevTrack tool, 30
problem reporting, quality factors, 122
process standards, quality, 120
product standards, quality, 120
production cycles
Alpha testing, 97
Beta testing, 98
code freeze, 100
compliance testing, 98
concept development
concept document, 87 ‚ 92
discussed, 85
game proposal, 87
high concept, 86
pitch docs, 87
development schedules, 95 ‚ 97
patches, 100
preproduction (proof of concept)
art production plans, 92 ‚ 93
budget plans, 94
development schedules, 94
game design documents, 91 ‚ 92
manpower plans, 93
milestone definitions, 94
profit and loss estimations, 94
project plans, 93 ‚ 94
project tracking documents, 94
prototypes, 95
resource plans, 93
technical design documents, 93
release stage, 100
upgrades, 100 ‚ 101
production path
art production documents, 413
pre-production cycle, 92 ‚ 93
Profit and Loss (P&L)
concept documents, 89 ‚ 90
project planning, 94
programmers, development engineers and, 65
progress testing, 171 ‚ 174
project managers, responsibilities of, 78 ‚ 79
project overview, game design documents, 399 ‚ 400
project plan documents, 425 ‚ 427
project tracking documents, project planning, 94
proof of concept (preproduction)
art production plans, 92 ‚ 93
budget plans, 94
development schedules, 94
game design documents, 91 ‚ 92
manpower plans, 93
milestone definitions, 94
profit and loss estimations, 94
project plans, 93 ‚ 94
project tracking documents, 94
prototypes, 95
resource plans, 93
technical design documents, 93
proposals
concept development cycle, 87
proposal documents, 396 ‚ 397
prototypes, project planning, 95
PSWs (Permanent State Worlds), 341
publisher/client trust issues, 10
puzzle games
algorithm defects, 52
assignment defects, 44
sound engineer responsibilities in, 77



Game Testing All in One
Game Testing All in One (Game Development Series)
ISBN: 1592003737
EAN: 2147483647
Year: 2005
Pages: 205

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