| 1. Table of Contents |
| 2. BackCover |
| 3. Game Testing All in One | raymond boylan mattel quality assurance manager |
| 4. Introduction | How the Book is Organized |
| 5. Who Should Read this Book? | Who Should Read this Book? |
| 6. Using this Book | Using this Book The CD Your Tools Support Web Site |
| 7. Part I: About Game Testing | Chapter List |
| 8. Chapter 1: Two Rules of Game Testing | Don t Panic Unfamiliar Unprepared Under Pressure Unrested Nearsighted |
| 9. Trust No One | Trust No One Balancing Act Word Games Last Chance Trust Fund |
| 10. Give and Take | Give and Take |
| 11. The Rest of the Story | The Rest of the Story |
| 12. Summary | Summary |
| 13. Exercises | Exercises |
| 14. Chapter 2: Being a Game Tester | Playing Games |
| 15. Identifying Bugs | Identifying Bugs Here Comes the Judge |
| 16. Amplifying Problems | Amplifying Problems Early Bird Places Everyone |
| 17. Notifying the Team | Notifying the Team Describe Prioritize Pick a Type Be Helpful Pass or Fail |
| 18. Testify to Others | Testify to Others |
| 19. Verify the Fix | Verify the Fix |
| 20. Summary | Summary |
| 21. Exercises | Exercises |
| 22. Chapter 3: Why Testing is Important | Overview |
| 23. Who Cares? | Who Cares? |
| 24. Defect Typing | Defect Typing Functions Assignments Checking Timing BuildPackageMerge Algorithms Documentation Interfaces |
| 25. Summary | Summary |
| 26. Exercises | Exercises |
| 27. Part II: Making Games | Chapter List |
| 28. Chapter 4: The Game Team | The Development Team Development Lead Development Engineer Build Engineer |
| 29. The Test Team | The Test Team Test Lead Test Engineers Beta Testers |
| 30. The Art Team | The Art Team Art Director Artists Animators Level Designers |
| 31. The Sound Team | The Sound Team Sound Engineer Music DirectorProducer |
| 32. Other Technical Roles | Other Technical Roles Project Manager Game Designer |
| 33. Organizing the Teams | Organizing the Teams |
| 34. Summary | Summary |
| 35. Exercises | Exercises |
| 36. Chapter 5: The Game Production Cycle | Overview |
| 37. Concept Development | Concept development is the fuzzy front end of game design. It lasts from the moment someone first comes up with a game idea until the day the game goes into preproduction. |
| 38. Preproduction (Proof of Concept) | Preproduction (Proof of Concept) The Game Design Document The Art Production Plan The Technical Design Document The Project Plan Game Prototype |
| 39. Development | Development |
| 40. Alpha | Alpha |
| 41. Beta | Beta Compliance Testing Crunch Time Beta Test |
| 42. Code Freeze | Code Freeze |
| 43. Release to Manufacture | Release to Manufacture |
| 44. Patches | Patches |
| 45. Upgrades | Upgrades |
| 46. Summary | Summary |
| 47. Exercises | Exercises |
| 48. Part III: Testing Fundamentals | Chapter List |
| 49. Chapter 6: Software Quality | Game Quality Factors |
| 50. Game Quality Appraisal | Game Quality Appraisal Walkthroughs Reviews Checklist-Based Reviews Inspections |
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Authors: Schultz Ch.P. Bryant R. Langdell T. ISBN: 1592003737 Current page: 1 from 205 This Guide are presented on flylib.comOur library present to you materials from book Game Testing All in One. Warning! The page Table of content from this book is informational only! Do not print out this page! Do NOT SUBMIT this page as part of your website or work without confirmation from the authors. You can read the contents of the book, but we strongly recommend that you purchase. or example, you can Buy this book on Amazon.com |