Developer for Nuclear Dawn mod (May 2005-Dec 2008) :: QA Tester for SEGA Europe (Dec 2007-Aug 2009) :: Production Tester for Splash Damage (Aug 2009-)

Report article Mod Tester's Handbook

A reference guide for testing mods. Includes info on how to find bugs, how to narrow down the steps to reproduce and how to write good bug reports. Also includes a 'game development terminology' reference section.

Posted by Crispy on Jul 25th, 2008 digg this super bookmark Page 11 of 11    
Intermediate QA/Testing.



Conclusion

So you've read the tutorial (or maybe you haven't and you're just wondering whether you should bother), here's a list of things you should be able to take away with you:
You are no longer a playtester, you are a QA tester
If I hope to have achieved anything with this piece, it's that your average person playing a mod and raising concerns is now attacking the game mechanics and finding ways to really break the game. I'd love to see the day when the average mod or addon you download doesn't have any blockers, any crashes, any missing files, any holes in levels, anywhere the player can get stuck... All of these can be found by actually testing the game. You now have the tools to do just that, so find a mod you like and see if they need any help testing!

Finally testers and developers see eye-to-eye!
Improve the communication between devs and testers! If any devs have read this they should hopefully be documenting their fix attempts and writing proper bug reports (ones that can be found by searching a bug database for keywords!). Similarly, any debutant testers should now have a good understanding of games development terminology and how to write clear and communicative bug reports. Both parties play a key role in a game's development, so it's of the utmost importance that they are able to communicate with eachother effectively.

Professional skills
Finally, all of the information in this tutorial is taken from QA practises used within the industry. By applying these to your mod you're really lifting the bar on your product, whether it's a single map release or a full-blown total conversion. It also means if you do decide to go for a testing job in the industry, with this information in your head you will actually know what you're talking about and you will actually have practised the same skills expected of you in a professional QA department.

I hope you've enjoyed the tutorial and can apply some of these points to your own mod projects. If you have any questions or comments, leave them in the comments area below. Private messages can be sent via the Mod Database or to my email, which is given at the start of the tutorial.

About the Author:
The author has over 15 months' professional QA testing experience across 7 platforms to date. He has dabbled in game editors for over 10 years, from Red Alert to Half-Life 2. He's written a number of tutorials for the Mod Database, so check 'em out!

Extra reading:
'Testing your mod' (QA management tutorial, coming soon)

Comments
AgeNt_
AgeNt_ Jul 25 2008, 1:59pm says:

very useful for beginning moders! gj

+1 vote     reply to comment
Sigma
Sigma Jul 25 2008, 4:09pm replied:

and for experienced ones to :)
required read for every modder :)

+1 vote     reply to comment
OkeiDo
OkeiDo Jul 25 2008, 7:21pm says:

Interesting read, I myself have tested a few mods now and still am so I'm quite familiar with some parts in this tutorial. However, it felt like some parts were mostly for single player games/mods but it's good that you managed to cover all parts. Good job and keep your tutorials comming! I will definitely show this to my fellow testers.

+2 votes     reply to comment
Crispy
Crispy Feb 16 2009, 3:23am replied:

Hi! I know it's some time since you made this comment, but I've updated the Bug Hunter section with some ideas for multiplayer testing anyway.

+1 vote     reply to comment
Shiggy
Shiggy Jul 26 2008, 1:57am says:

This is a very good read. I have been testing games for a while, and this clearly explains all of the characteristics of a bug that a game tester must explain to the developer. This is a must read for any developer/game tester, since it shows how much organization can help you in the bug-fixing process.

+1 vote     reply to comment
Gibberstein
Gibberstein Jul 26 2008, 10:02am says:

I thought page three was a bit too deep and overcomplicated for most mod teams - it doesn't need to be so formal in a small team. Might be valid for one of the few really large mod teams though.

The rest of it is spot on though - if all bug reports were done to this standard I'd be a very happy developer :)

+2 votes     reply to comment
Crispy
Crispy Jul 27 2008, 10:11am replied:

Funnily enough this piece started off as part of a bigger tutorial, which I then decided to split into one for QA testers and one for QA Leads. When I wrote the introduction to what will now be the management tutorial, I put in a warning that small mod teams don't need to exhaust their efforts on fancy bugtracking software if they're only going to have 500 bugs in their database. There's no point writing up playthrough testplans if all you're changing is some weapon models and variables.

The same is true of testing to a certain degree. As far as a tester is concerned, the main points to focus on whether you're a big or small mod fall into two areas:
1) Bughunt actively, don't wait for bugs to come to you
2) Communicate information with the whole team in mind, whether it's a bug report or a fix.

What parts from this tutorial you choose to apply to your own testing is down to the scale of the project. Ultimately the QA Lead should be setting the benchmarks for your mod's bugging practise, which is what the next tutorial will look at.

+1 vote     reply to comment
JohnBart
JohnBart Jul 26 2008, 3:47pm says:

Thank you for making this tutorial Crispy. :-)
I have already sent a link for our beta testers, as there is a LOT to learn from this article.

Personally, being the beta team leader of our mod, I can't wait to read your upcoming QA management tutorial. ;-)

+1 vote     reply to comment
Mr_Cyberpunk
Mr_Cyberpunk Jul 27 2008, 6:15am says:

OH MY GOD this is so awesome.

Looking forward to your QA Lead guide

Good work Crispy.

+1 vote     reply to comment
Crispy
Crispy Jul 27 2008, 10:17am says:

Thanks for the kind words.

If you have any D class bugs of your own, I am taking all feedback on board to work on improving the tutorial and making it more relevant to more teams. Based on the comments so far, I'll be looking at adding in more stuff relevant to multiplayer testing and also trying to make it clearer what is applicable to smaller mods.

+1 vote     reply to comment
Forceflow
Forceflow Aug 1 2008, 8:53am says:

Very interesting read, Crisp.

+1 vote     reply to comment
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