Tireless Quality Assurance Testing for Game Development
AD-HOC TESTING; General Gameplay
~ This is where the user experience is defined and feedback on the overall progression and feel of the game can be provided; the developers intended experience is tested against the actual experience of the player. This is where I do my best work personally, and usually where I find the most bugs.
REGRESSION TESTING; testing new features against old features
~ This is the time spent on new features and making sure they're functional with the rest of the game. Feedback on the overall experience of the new features will also be provided in documentation. The main constraint here is whether the new feature or redesign is a final decision, so hours will be split between providing feedback, making a final decision, then hunting for bugs.
FEATURE INTEGRITY; reviewing updates and bug fixes
~ This is time spent going through change-logs with each update, re-checking final features that have been polished and reports that have been addressed to ensure they are indeed functioning as intended.
STRESS TESTING; defining and breaking limits
~ Two-Sided approach; Defining the potential of the game and attempting to break its limits. This is so one can reinforce the foundations and structure of the game; all together determining how the inherent progression of the experience functions overall, where the progression ends, and making sure producing that potential doesn't crash the game. This will be done as partly in all categories of testing as cases present themselves, but time will be dedicated here at the end of the contract when I am most knowledgeable about the game.
DOCUMENTATION
~ All time spent in game is recorded and will be made available.
~ Bug reports will show videos/screenshots and reproduction steps.
~ Documents will include Feedback and QoL recommendations.
Work Terms
Work Terms will be discussed privately and catered to the developers needs and expectations.