In the old days of game design, many programmers were asked to be testers too. But the days of Pong, Pitfall, and Pac-man are past us and the needs for testing in games has matured and more testing has been required. At first it was a small group of three to five tester groups, then 10, and now you might see 20 to 50 game tester names in the credits of some top-tier console games with testers from around the world.
When testing in-house, there needs to be a strategy about how to effectively use your resources of testing teams. How many will we need for the project? What are their primary purpose? How long will we be testing? What is the budget? If these questions are not answered early and re-evaluated during the game lifecycle, things can either get over budget, or hasty decisions could be made.
With regression testing, the answer has always been to keep it in-house. Being able to have direct communication with the QA leads and developers about what issues are being found and are being addressed is very important. These are high volatility, high intensive work that could be done by automation, but many quirky bugs are easy to discover with human testers and UI issues are found and described in a better manner.
Localization testing has been another key in-house testing phase but requires higher level testers that are specialized in languages from the country and understand the humor, idioms, and other social reactions to the translations being used. Many smaller companies will outsource this as it is hard in some areas to find the correct testers for this work. TestBird allows for localization of mobile games coming to China with complete reports from game testers around China. Contact us for more information on our crowdsource testing.
Functional and Compatible testing are one of the most necessary but also the most tiresome testing in game development. Though it’s one of the last things to be checked, a game ending bug not found in this phase could ruin everything. Games sales have been ruined by not enough functional testing of their games and or networks. Though many keep it in-house, the job is not fun for testers as the monotony of functional testing can lead to burn out or even sloppy reporting.
For Consoles and Handhelds, this has been mostly done in-house or sent to testing companies who specialize in just functional and compatibility testing with human testers. But with mobile phone gaming growing, this is becoming a challenge for everyone. So many models and an expectation of reporting on every one of them in a reasonable time period makes developers spend more time thinking over the problems.
TestBird is a company that likes to help mobile game developers with a lot of their testing decisions. We’d like to help you with functional and compatibility testing as well as localization testing in China. We help combat the necessity of using in-house testers for a job that is tiresome and requires too many resources for many game development houses. We also provide very extensive reporting that helps developers pinpoint where the issues are in some phones.
With TestBird, you can stop worrying about the cost of time, money, and man-hours to get functional and compatibility testing done, and have your testers work on the bugs that really are necessary in making a masterpiece.