Computer Game QA Tester Course Plan
Introduction Section
- Intro 1 – An Introduction to the Industry
- What is a Computer Game?
- Roles Within Game Development
- Overview of Development Stages
- Common Terms
- Intro 2 – Introduction to Games Testing
- Introduction to QA & Testing
- Introduction to the QA & Testing Industry
- Introduction to What a Games Test Is
- Intro 3 – An Introduction to Game Creation
- Intro 4 – More Advanced Gaming
Section 1 Part A
- Lesson 1 – The Game Development Cycle
- High Level Concept
- Pitch Document/Proposal
- Full Design
- Lesson 2 – An Introduction to the Hardware
- PC, Sony, Nintendo, Microsoft, Apple
- Understanding Hardware Restrictions
- Online Games
- Mobile Gaming
- Game Engines
- Lesson 3 – Practical Video Capture and Editing
Section 1 Part B
- Lesson 4 – Introduction to the Role
- The Roles Within QA
- Project Management and the Lead Tester
- Qualities of a Tester
- Lesson 5 – Why Test?!
- What Are Bugs?
- Not All Issues Are Bugs
- Protecting the Hardware Manufacturers
- Protecting the Consumer, From Themselves
- Ensuring a Fun Game
- Transparency and Alpha Channels
- Ensuring a Quality Experience for the End User
- Localisation – Games Need to Appear Native, not International
- Ensuring Milestone Compliance
- Ensuring Legal Compliance
- Lesson 6 – Time vs. Cost and Quality
- Testing as Much of the Game as Possible Given Time and Cost Constraints
- Approaches:
- – Publisher Testers
- – Developer Testers
- – Specialist Testers
- – Vendors
- Time for Qualitative Issues and a Time for Quantitative Issues
- False Economies – Controlling the Pressures
- Never Forget Best Practice
Section 1 Part C
- Lesson 7 – Bug Life Cycle
- Bug Life Cycle
- New Bug Approval – Weeding Out Duplicates
- Regression Testing
- Reopening Bugs
- Closing Bugs
- Lesson 8 – Bug Tracking
- Bug Reporting Pipeline
- Database Permissions
- Bug Reporting and the Language to Use
- The Art of Reproducing a Bug
- Attaching Screenshots to a Bug
- Bug Grades and Priority
- Bug Categories
- Debugging Tools
- Why Bugs Slip Through
- Preventing Bugs From Slipping Through
- Core Tests
- Bug Report Generation
- Assigning Bugs
- Bug Databases
Section 2 Part A
- Lesson 9 – In-Depth Functionality Testing
- Reproducing Bugs
- Types of Test
- Lesson 10 – Gameplay Testing
- When to Report Gameplay Issues
- How to Report Gameplay Issues
- Knowing When a Suggestion Should be Saved for V2
- Know When to Escalate an Issue
- Lesson 11 – Localisation Testing
- The Development Approach to Localisation
- The Localisation Process
- Double Byte Characters, Accented Characters and Native Keyboards
- Testing for Concatenation Issues
- Testing for Formatting Issues
Section 2 Part B
- Lesson 12 – Test Plans
- Why Have a Test Plan?
- Assigning Areas of Responsibility
- Detailing the Testing Procedure
- The Test Manual
- Test Matrixes
- Final Release Acceptance Criteria
- Lesson 13 – Compliance
- Hardware Compliance
- Platform Holder Requirements
- Mobile Platforms
- Handheld Platforms
- NOE/NOA/WiFi Connect
- SCEE/SCEA
- XBOX/XBLA
- Game Codes
- Legal Compliance
- Ratings Board
- Publisher Milestone Compliance
- Working with Hardware Manufacturer QA Departments
Section 2 Part C
- Lesson 14 – Tools of the Trade
- What a Tester Typically has on Their Desk
- Automated Testing Tools
- Recording Gameplay and Looking for Clues
- Debugging Tools
- PAL vs. NTSC, 16:9 vs. 4:3
- Binary File Compare/CRC Checks
- Platform Specific Tools
- Working with the Dev Team to Build Testing Tools into the Game
- Lesson 15 – Computer Game Genres
- Introduction to Game Genres
- Common Genres
- Other Genres
- Empathy for the Target Genre and Demographic
Section 3 Part A
- Lesson 16 – Competitive Game Analysis
- Introduction to Game Analysis
- Subjective vs. Objective
- Lesson 17 – Investigating the Fun Factor
- What Is Fun?
- Elements of Fun Games
- Demographics
- Lesson 18 – Public Testing
- Beta Testing
- Focus Group Testing
- Pitfalls of Public Testing
Section 3 Part B
- Lesson 19 – Concept Approval
- Why have Concept Approval?
- Why some Hardware Manufacturers have Concept Approval
- Tiered Concept Approval
- Know your Target Audience
- Lesson 20 – Presenting Games
- Why Testers Present Games
- Presentation Tools and Techniques
- Setting up Hardware for a Presentation
- What can go Wrong, WILL go Wrong
- Lesson 21 – Security
- Keeping Code Secure
- Fingerprinting Code
- Version Numbering Builds
- Tracking and Destroying Old Builds
- Viruses
- Testing with Copy Protection
Section 3 Part C
- Lesson 22 – Post-Gold
- Pre-Production Testing
- Writing Tech Support Scripts
- Cheat Guides
- Prioritising Bugs for Patches
- Patch Testing
- Collating Customer Feedback
- Closing a Project
- Lesson 23 – Project Post-Mortem
- Why have a Post-Mortem of a Project?
- Who Should be Involved in a Post-Mortem
- Writing a Post-Mortem
- Learning Lessons from the Post-Mortem
- Lesson 24 – Life After QA
- Where a Career in QA can take you next
- Outside the Industry – Professional Testing
- The Sky is the Limit Within the Industry
- Conclusion
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