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Paperback Game Testing: All in One Book

ISBN: 1936420163

ISBN13: 9781936420162

Game Testing: All in One

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Format: Paperback

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Book Overview

An updated version of the bestselling Game Testing All In One , Second Edition, this book equips the reader with the rationale for vigorous testing of game software, how game testing and the tester... This description may be from another edition of this product.

Customer Reviews

2 ratings

Good introduction

Well organized, funny introduction, and good examples from real commercial computer games. Uses usage statistics to prioritize tests.

Why Game Testing All In One is a Must!

Traditional program testing has come a long way in 50 years but the complexity, time constraints and variety of situations facing game testers is at the edge of the software testing world. The authors combine authentic experience with Computer Games and Game Testing in a logical, pragmatic and interesting way. They long ago reasoned that it is very costly (if not sometimes impossible) to test all possible paths through a game's options and through the application of some insightful statistical approaches present ways to reduce the total number of tests required under certain assumptions. To me this one insight was worth the cost of the book. Beyond this outstanding statistical testing insight for the workers in the field, the expository material that covers Games is exceptionally good for the individual trying to put the whole field in perspective. In Part I they address "Being a Game Tester" (with a side venture later in the book to identify different game testing personalities) followed by a good discussion of "Why Testing is Important". Part II talks about the "Making of a Game" while Part III introduces the concepts and vocabulary of Testing. In Part IV the authors bring in the concept of Combinatorial Testing ( another statistical approach) and present it in a step by step way so that the tester can perform the testing suite without knowing all of the theory behind that approach. "Test Flow Diagrams", "Cleanroom Testing" and "Test Trees" adds very modern disciplined techniques to the testing tool process that will prove of value. Part V discusses some advanced testing ideas all of which are very practical in the fast evolving world of Games. The authors seem to have been brought together and inspired to write just at the time when the field realizes that loosely structured ad-hoc testing may be costing more than the field can afford.
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