#309601
Thu, 29th Nov '12 7:44:31 PM
I know for one of them the trailers are already being release.d Which is actually funny because I had thought that it was only getting started, but eh. A second project is already released but it's still being worked on(It's an sort of mini mmo for kids), the third I don't know if it's independent or related to the second, and the fourth is my current project, which is currently unannounced as it's currently pre-alpha and they only recently decided on a name. which I don't actually agree with, but eh.
And yeah, the gist of the job is I run through the game looking for errors, try and recreate them, and if I can cut it down to the exact causes(Which is often kind of tricky, as there are usually a few errors that are just plain random or have invisible causes), and then write a 'detailed' bug report. Detailed usually consisting of a description of the bug devs won't read, a picture demonstrating the issue if possible, and a list of specific instructions on how to recreate it.
My job, however, is slightly more advanced. I'm technically a Dev QA, so I have some added responsibilities. Namely, the checks. Technically speaking these are the same as regular testing, but more directed. Firstly there are smoke checks, wherein we load every single instance of the game to see if it crashes or has any major issue, which we do for each new build(Which is usually twice a day), the editor checks, wherein we test to make sure the tool the devs use to build the game is functioning properly(this is usually only done by one person. Generally it's another fellow, but when he's away it falls to me because I have more experience in the editor because of my school. Technically speaking, I'm more efficient at it than the other guy simply due to practice, but eh), and finally the milestone checks, which we do every month or so. In that, we basically have to rip the build apart in an afternoon in order to see if there are any blockers or major issues on every aspect currently implemented into the game.
There's also test plans, which basically break down a given mechanic/feature into individual aspects so we can test them as thoroughly as possible. Usually a simple task, though I once had to test one of the games major systems, which took me the ENTIRE dya. I came in, sat down, started working, and didn't stop until 5:30. Fun day.
We're also sometimes asked by the devs to help them with specific tasks. This week we had a meeting with the creative director to give feedback on the game thus far, and I know one guy is helping a dev implement voice acting into parts of the game. which is really just placing audio spawners in the level, so it's a simple but tedious task. And of course, once a day we have scrum meetings to discuss what we'll be doing that day and address what tasks are coming up and what's done, to make sure the entire game team is up to date on everything.
So yeah. Looking for bugs is the main element of what I do, and everything ties into it, but it's not all I do. In fact, randomly running through the game is very rare, because I usually have something specific that needs me to hammer on it.
... jesus, didn't mean to rant that much. I guess you folks now know all there is to know about my job! Well, I mean, sans the bits about dicking around over team chat, going to office parties and beer fridays, but eh. you know about the job parts of my job.