[casual_games] QA / Bug / Beta testing process
Austin Haas
austin at pettomato.com
Tue Nov 15 20:21:22 EST 2005
At my last job, we used the company iBeta for QA. They were really great
and very affordable. We learned a lot about QA from them, too. I don't
recall how much it was, but our games were very small and we would pay
by the hour. They were really great to work with.
-austin
Austin Haas
Pet Tomato, Inc.
http://www.pettomato.com
Peter Nicolai wrote:
> Hi,
>
> Somewhat in the vein of the discussion about production & project
> management tools from a few weeks ago, I'd be curious to hear what
> people are doing in the way of QA. We've done things a variety of
> different ways depending on the project - often relying on ourselves
> (programmers, designers, artists etc. - we don't have any dedicated QA
> people at the moment) or interns to test along the way, occasionally
> bringing in small groups of testers for short periods towards the end
> of a project. We also sometimes rely on feedback from the more
> dedicated QA teams of publishers, clients or portals when applicable,
> but we'd like to formalize our internal QA a bit more, for general
> process reasons as well as for when those kinds of external resources
> aren't available. I know there are dedicated game-QA companies out
> there, but I'm not sure how well-suited they are to casual-games
> development cycles and budgets. On the other hand, maintaining a pool
> of part-time QA people is tricky, and there often isn't enough of a
> workload for full-time QA. Any thoughts?
>
> In terms of tools, we're mainly using Trac, which we're pretty
> satisfied with, although if we could find a bugtracker with a decent
> interface that supported pipelined tasks well, we'd probably switch to
> that.
>
> --Peter Nicolai
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