Table of Contents

Game Testing All in One
by Charles P. Schultz, Robert Bryant and Tim Langdell  
Course Technology © 2005 (520 pages)

Covering roles and duties of a game tester, this in-depth text reveals how to apply software test engineer methodologies to the game industry. You'll learn how to quickly produce useful test documents, capture important data, and analyze measurements.

Table of Contents
Game Testing All in One
Part I - About Game Testing
Chapter 1 - Two Rules of Game Testing
Chapter 2 - Being a Game Tester
Chapter 3 - Why Testing is Important
Part II - Making Games
Chapter 4 - The Game Team
Chapter 5 - The Game Production Cycle
Part III - Testing Fundamentals
Chapter 6 - Software Quality
Chapter 7 - Test Phases
Chapter 8 - The Test Process
Chapter 9 - Testing by the Numbers
Part IV - Testing Techniques
Chapter 10 - Combinatorial Testing
Chapter 11 - Test Flow Diagrams
Chapter 12 - Cleanroom Testing
Chapter 13 - Test Trees
Chapter 14 - Play Testing and Ad Hoc Testing
Part V - More Effective Testing
Chapter 15 - Defect Triggers
Chapter 16 - Game Test Automation
Chapter 17 - Capture/Playback Testing
Part VI - Appendices
Appendix A - Answers to Exercises
Appendix B - Project Lifecycle Documents
Appendix C - Combinatorial Table Templates
Appendix D - Test Flow Diagram (TFD) Templates
Appendix E - Sample Test Suite: RTS Building Checklist
Appendix F - What's on the CD
List of Figures
List of Tables
List of Sidebars
CD Content

Back Cover

Game Testing All in One reveals how to apply software test engineer methodologies to the game industry. It examines several game genres, detailing the product cycle and testing fundamentals specific to each. Master testing techniques as you work through a set of tutorials on four methodologies for producing tests for your game. Learn how to quickly produce useful test documents, capture important data, and analyze measurements. Game Testing All in One outlines the roles and responsibilities of a game tester, offering an in-depth look at the responsibilities of each member of the game team. You ‚ ll even get tips for finding employment in the industry as a game tester.

About the Authors

Charles P. Schultz is an Operations Manager for Motorola's Global Software Group, working on software testing and mobile gaming. He has more than 20 technical publications to his credit and has spoken at industry conferences in the areas of personal robotics , software quality, and software testing. Charles has also developed and taught computing classes at various levels, ranging from children's programs at the Miami Museum of Science to graduate level university courses.

Robert Bryant is currently Studio Director at videogame publisher Crave Entertainment, where he has also served as QA Manager and Executive Producer of such games as World Championship Poker, Pinball Hall of Fame, Future Tactics: the Uprising, Mojo!, Tokyo Xtreme Racer 3, and Intellivision Lives!. He began his games career in the interactive division of Mattel, Inc., where he was lead tester on dozens of projects and co-designed Nick Click Digital Camera and CD-ROM. He is a frequent speaker on the subjects of game testing methods and management. He holds a BA from Washington and Lee University and an MFA from the University of Southern California.

Tim Langdell, a veteran of the game industry, is full-time faculty in the USC Viterbi School of Engineering's Information Technology Program where he chairs the Game Curriculum Sub-Committee, and teaches game design and game testing. Tim is also Chairman of EDGE Games, which he founded in 1979 ‚ one of the top games brands well-known for innovative games, games magazines, and games hardware. Tim has produced more than 180 games (including Garfield, The Punisher, Fairlight, and the hit 1980s cult classic Brian Bloodaxe) and written several books on computer game programming, including The Spectrum Handbook . He is an innovator of games education: In 1992 he devised the first curriculum course in interactive entertainment at USC's Film School where he taught for several years . Tim co-founded the Academy of Interactive Arts & Sciences, is a member of the IGDA, a member of the Writer's Guild of America, and a member of both BAFTA and BAFTA/LA (where he served on the Board of Directors).