Game Testing A process of Refining a Game, right from its Alpha build to the Final build.
 Image1: Game Testing
Today,
 Game Testing is an important Branch of the production cycle of a Game. 
No matter what the game is, it doesn’t matter if the Game is an Indie 
game or a Glorious AAA+ Title made by some Leading publishers. Every 
producer and publisher today have acknowledged the importance of Game 
Testing. 
Game
 Testing eventually embraces the Aim/Dream of a Designer into a very 
refined product, making it liable to ship to the players out there in 
the world. It is also considered that the Game Testing can really help 
predicting the expectations, Desires, anatomy of a player towards the 
game. It’s been a great and a long history with game testing. 
Lot
 of aspects and time was taken to consider game testing as an important 
factor in game development. Today it is still a doubtful question for a 
couple of peoples that, Is Game Testing really a job, is it really that 
kind of important? Well, answer to that is yes and the explanation for 
that should be the rest of the Document below. 
Before
 we get straight into game testing lets learn something about games and 
their development procedure, and all this relative to game testing.
What are Video Game?
Image 2: Video Games
A
 video game is a game designed by specialists and developed by engineers
 to be played on an electronic platform. These games are a source of 
virtual existence and interactive entertainment in digital world. 
The
 Video game concept came into existence in the early 1970. Where 
previously kids used to connect the wires of consoles i.e. Joystick, 
controllers, and etc. to the television sets and then push in a ROM 
chip, after settle down for couple of hours and enjoy their time playing
 some really fun and amazing Games of that specific decade.
There
 has been a lot of improvements and upgrades in the Games these days. 
With every new technology coming up, there are some major changes held 
in the gaming industry.  Today
 we have lot of publishers developing AAA and AAA+ titles for the 
audience. Looking to the history of games, today’s industry has evolved a
 lot. Today we have AAA title publishers to a lot of highly skilled and 
passionate Indie game developers.
Game
 development varies based on its budget and size, mostly categorized as 
Indie/Small, Medium, Large, AAA or AAA+. Now development of these games 
varies and have mostly different infrastructure and organizational 
chart, let’s have a look at it.
How are games developed?
So
 the basic flow is as simple as a basic product being developed. Here 
first comes the idea from a source or we call it an inspiration, the 
person to get an idea revolves around it and tries to compose it and 
pitch it, where a designer will design the gameplay with its mechanics 
and storyline and many other, after this now a developer consisting of 
usually a team of different skills like programing and Art, combine 
their contribution towards this one whole idea based on the design 
elements set by designer, after multiple iterations the game is now 
ready to be released to the players out there and the teams ready to 
receive the Critics. 
Image 3: Basic game development Cycle.
The above image is pretty self-explanatory.  
Now
 let’s learn about the development cycle of the games based on their 
categorization. The above mentioned is just a layman’s term for the 
understanding of the game development procedure, like just a tip view of
 an iceberg floating. 
Indie Game:
Image 4: Indie Games
Developing
 an indie game is something industry professionals say is a bit easy 
task as compared to the development of a large game. Indie game the name
 itself suggests that independent developer i.e. one person or a small 
team of skilled game developers each one of them elite in his own field 
for e.g. one in the programming while the other in the arts one in the 
designing while one in the managing of the product. So the development 
of an indie game begins the same as that of all an idea. A person to 
strike an idea tries to secure it by writing it into papers turning it 
into a real deal to be built up into a game as it is going to consume a 
lot from the people involved into the development of this game, now this
 can come in the form of budget i.e. money or even time, sometimes even 
skills is what it costs to make a game. 
The person with an idea now decides to go solo or make a team for the production of the game.  After
 concluding to that point the team will have to decide on a budget, but 
before that they need to generate funds in order to fund their 
production as it takes a lot of money in development of a game.
The
 game development costs are very variable, these are based on the 
decisions taken by the team member, as it is the team to decide on what 
game engine is to be worked on and based on that the license of the game
 engine is calculated. The second most expensive thing is the Art for 
the game, now most of it is being developed by the developer but there 
are situation where the team had to purchase couple of Art work from the
 store which then costs them or even worse a Royalty with an Upfront 
payment.
Another
 expense that an indie developer has to face is Sounds, this can be 
produced by self and can be brought with some royalties, but the cost is
 a must expense for an indie developer. Something very important expense
 of an Indie is once the game completes the marketing and promoting of 
the game consumes the most of out of it. 
Last but not the least, funding your own pocket in order to make a living, now many of us might be confused while some might be laughing, but yes, salary, it is an important part. If you won’t feed your tummy how will one stay energetic and stacked on development of your very own game?
Last but not the least, funding your own pocket in order to make a living, now many of us might be confused while some might be laughing, but yes, salary, it is an important part. If you won’t feed your tummy how will one stay energetic and stacked on development of your very own game?
Later
 one comes the part to build a budget to elaborate and estimate the 
total time to be invested in the development of the game, as this aspect
 relates completely with the marketing because marketing of the game is 
completely based on the schedule. 
Once
 all the Sponsorship, budget, and Time Table is done, then comes the 
time when the production of the games begins, in most of the certain 
times, the development and budget securing process goes simultaneous to 
each other. Once first Prototype is developed further more processing is
 done like change in design if required, modifying the art, or alter the
 end of storyline, etc. After the game is done marketing is done, online
 ads, small showcase, preparing for the trailer launch, circulating the 
demos within the player base.
The
 show doesn’t end here for the indies, it has just begun. The critics, 
generating revenue from the game, generating traffic towards game is the
 major block an indie team has overcome.
After
 a successful launch, the indies generate income through micro 
transactions or In-App purchases for mobile platforms or through in game
 ads. Though it is not what that easy task to generate income, but a 
slow and steady flow starts to visit the Indie team’s door. 
Not
 a lot of the Indie games are a major Success, but let’s have a look at 
the Successful and Unsuccessful indie games of the era. 
Successful Indie Games:-
Minecraft:
Image 5: Minecraft
Yes
 you heard it right, Minecraft it is. Minecraft was first developed by 
Markus Notch Persson, after developing a 3D sandbox version of it, he 
and his friend set up an Indie studio name as Mojang Studios. Later on, 
when a paid version of the game was released Microsoft showed its 
interest in acquiring this whole nice concept, but they apparently 
acquired the whole studio for around $2.5 billion. Minecraft today is 
one of largest project currently running at Microsoft and a lot people 
working there are contributing towards its success. 
Garry’s Mod:
Image 6: Garry’s Mod
Yes
 again you heard it right, a Mod not a simple mod of a game it is 
Garry’s Mod. Garry’s Mod was developed by a Modder for Half-life at the 
time when he was of 22 year old. The name of the Legend is Garry Newman.
 He had the mod released as an independent game, where you can play with
 physic, a complete sandbox. Garry’s mod is usually also referred as 
GMOD, it was free until it’s separation from Half-Life, it is now sold 
for $10 on steam and can be easily accessible.
Limbo:
Image 7: Limbo
Limbo
 is developed by Playdead studios, it was first developed by Arnt Jensen
 in the year of 2004, and however, as a concept artist it was too 
difficult for him to program the game. So after the initial release of a
 Trailer for recruitment purpose, Dino Patti came in contact with Jensen
 and helped in the programming of the game for the few initial months of
 the game development. However, Patti then decided to recruit more 
developers for the project. After a first successful build, in July 2010
 only and only for Xbox, but after collaboration, the game got ported 
and shipped for cross-platform. 
Limbo is one of the considerable Indie Games that tasted the success after long and huge complications and Hardships. 
Now,
 considering all this above for Indie game, What happens if the game 
developed by the indies with such passion and hard work is released and 
is completely buggy, las lots of issues in it like the gameplay, or 
unlocking an achievement or just not able to launch, what will happen?
The
 player will start complaining, no new acquisitions, no flow of money, 
no reputation on plus it’s just the hamper on the reputation of company 
and plus, the confidence is demised.
Medium/Larger Game:
Image 8: Game Development Life Cycle
Well
 not a lot of people know or just understand what medium/large games 
are? But according me game those were built during the 2000 to 2008/9 
can be considered into Medium/Large games. Previously this category was 
hugely dominated by the Today’s AAA title publishers. But if we consider
 it for today, the AAA companies have shifted themselves to the 
development of AAA games and have left this tiny little notch of 
medium/large games to the inspiring and yet evolving companies in the 
game industry. The Production of these games goes something like this, a
 person to strike an Idea generates a pitch document for it, analyzing 
the current market trend and the potential of the concept to make money.
 After all this is done, now the person will pitch the idea to the big 
Industry giants. Once the industry giants are satisfied and see the 
potential of making money out of it, the project gets assigned to one of
 their teams. The lead of the project usually it used to be the Game 
Designers who lead the project. A lead game designer, will eventually 
have couple of more designers in his team, now they come up with the 
mechanism, Shooter Type, Genre, etc. and then a proper complete document
 is prepared for such. Now the document is circulated to the developers 
i.e. the programmers, artists, and the Level Designers. Every Team Lead 
of different fields communicate with each other. The plan is to execute 
the design with given timeline set by the producer i.e. the industry 
giants.
Once
 it is all scheduled, here comes the time to prepare for the production 
of the game, the teams are ready to start on production.
Once
 the game enters into production, every team lead is in communication 
with each other this community of leads is led by a lead Game Designer 
of the project. The programmers script each every object in the game 
that requires something to do, it is list just adding the brain to the 
objects. The Artists will work harder on the development of the 
characters, Environments, and many more. The Level Designers, now these 
are the people working closely with the game designer, are the one 
responsible for the Levels/Worlds we see in the games, the combine the 
information from the Game Designers and the Artist data into an unique 
experience of Virtual but realistic/nostalgic environment, We call it 
the Game World. Now everything is combined into an engine known as Game 
Engine, where each and every thing that is to be shipped in the game is 
brought and united here in this tool.
The
 Project manager has to take care here of everything, especially 
considering the budget. The pay of the artist, programmer, designer, 
sound artist, licensing fees, IP registration and all and all, it is a 
very big list and all to be managed in an adequate budget. All this 
efforts take around a couple of years into production of these games.
Let’s consider few examples here:
Grand Theft Auto: San Andreas
Image 9: GTA San Andreas
Grand
 Theft Auto San Andreas is published by Rockstar Games but, is developed
 by Rockstar North a franchise of Rockstar Games. It was initially 
released for the Playstation2 in the year of 2004 and then after a year 
it was released for PC and Xbox i.e. June 2005.
It
 is also said that San Andreas stands to be first game ever to have the 
player navigate openly within the cities i.e. on Land, Air and in water 
(swim). A vast map consisting of 3 cities all surrounded by water and 
with different regions articulated such like, Dessert, Green, Hilly, 
Beach side, etc. It is said to the 7 number game in the series of GTA 
and stands to be a success for GTA Vice City.
Call of Duty 4: Modern Warfare
Image 10: COD Modern Warfare Art
Call
 of Duty 4 Modern Warfare is developed by the Infinity Game and it was 
led by the designer Mackey McCandish. However, the game is published by 
Activision by Square Enix has also helped into the distribution of the 
copies of game in Japan. 
The
 Game was released for all the 3 major trending platforms in November, 
2007. However, it was announced by Activision in April 2007. This game 
is set in the modern world, this eventually to break the deed of COD 
themed as a World War Game. It is a game for Mature Audience and had a 
huge success on its release.
The
 game had Multiplayer support added with a new feature called as the 
Hardcore mode, where the players had health 30 instead of 100.
It also consisted with few new game modes such like the Search and Destroy, Free for All and Headquarters.
In
 May 2016, the audience was teased with the Trailer of COD 4: Modern 
Warfare Remastered version and eventually was released in the October of
 2016 with COD Infinite Warfare. 
Halo Combat Evolved
Image 11: Halo
Halo
 is developed by a company owned by Microsoft at that time it is named 
as Bungie Studios. It was led by the designer Paul Bertone and was 
released for Xbox in November 2001 and after 4 years it was released for
 the PC platform i.e. in the year of 2005.Halo had set its own record, 
it sold an estimate 5 million copies while it was an exclusive of Xbox 
and became one of Most Popular games for Xbox and the game to break its 
record is its sequel itself by racking over 8 million copies of Halo 2 
in the Xbox market.  
So
 now, just think all that effort and you release the game and encounter 
that the people are complaining regarding their favorite character not 
being unlocked in meeting the requirements, or just think that the final
 boss is defeated but the mission doesn’t even conclude, players not 
able to navigate in the map, or just get spawned out of the world, or 
even worst, the game doesn’t launch.
 What will happen?
The game will fail, people will make fun, complain, no one will buy, and all your money is wasted, you go bankrupt. 
AAA or AAA+ games:
Image 12: Game Development Process
The
 above image is from the Juego studios, pretty handy, simple and easy to
 understand. Now here the developer has very comfortably displayed the 
concept of sprint. The development of an AAA game is a very vast process
 so in order to increase the efficiency, it was decided to break it down
 into small crunches of timeline with some objective or motive for the 
specific crunch on the timetable or schedule. This crunches are known as
 Sprints and there can be N number of sprints in a project, depending on
 its size and category of Engine play i.e. whether it will be MMO or an 
online game that has a lot to deal in production as well as in Post 
Production period. 
According
 to Juego studios, even I agree with most of its considerations. 
Pre-production is dedicated for few very important aspects of game such 
like the Game Concept Analysis, Preparing the Game Design Document, 
Project planning with specifying the Milestones, Technical Design 
Document, and Test Plan etc. 
The
 Production phase consists of the development of the various modules of 
game, management trying to recognize the most important and crucial 
parts of the game and prioritizing its production in the early Sprints 
of the Game Development Life Cycle. Creation of Art assets and the Level
 Design is also include here. Now it is very important to balance the 
game and so it is considered in the production phase itself, 
implementing the Audio in the Game.
The
 Post Production part here consist of QA (Quality Assurance) and 
testing, User Acceptance Testing, Monetization and the integration of 3rd party SDK’s and the submission of the Master Candidate builds to the First Party i.e. the Console Owners for Approval of release on specific platforms.
Image 13: Team Size in development of a Game
As
 the above chart explains the involvement of the number of the 
developers as per the Milestones of the game, it takes a lot in the 
production of an AAA game. Initially in the preproduction phase only 
high authority people like the creative direction one concept artist one
 Gameplay programmer and a couple people are included, then when the 
project is in Production phase the team size is increased and teams are 
formed, focused on development of different modules of the project. Once
 the Project hits the Alpha milestone involvement of Testers come in and
 mostly the designer’s team is dissolved. Only the lead designer stays. 
In the Beta phase the Testing involvement is increased and is in higher 
priority, change in a few modules, designs and major fixes are done. 
However, once the game hits the QA milestone, a thorough and Full 
Fledged testing is done on the builds of the game, various defects/bug 
fixes are seen in this period, After the QC provides the status of Go/No
 Go the management will submit the builds to First Party for the 
approval and this phase is called as Approval period or mostly Master 
Candidate/Submission Candidate. 
The
 Master Candidate is a build mostly the recent one in the hierarchy and 
the one that is supposed to be submitted to the First Party. Once Master
 Candidate is approved by the First Party, the game then initially 
enters the phase of Release, the most awaited moment for every one 
working on the project.
Image 14: Workflow Process of Game
This
 above image should be well enough to explain the flow of work while the
 game is in the Production Phase or Post Production Phase for an MMO. It
 displays the communication between the different teams and then their 
data flow. Everyone is interconnected with each other but more over the 
links are dominated by a Game Designer. The Testing also has a vast 
communication with the people working on the projects. The operations 
here means the players, the release of the game and then some problems 
reported by the players in live environment is called as Operations 
here.
The
 Development team and the management also are closely in contact with 
the QC team in order to track and fix the major issues or we can 
hindrances in the release of the game. The QC team here collaborates 
with the dev team and understand the core of the game development do 
that the release of the game or the player who will play the game will 
not face any problems while playing the game.
Let’s consider few AAA examples here: 
Assassin’s Creed Odyssey:
Assassin’s Creed Odyssey is a successor for Assassin’s Creed Origins, it is the 11th game in the series of Assassin’s Creed.  AC
 is developed by Ubisoft Entertainment and the production was led by one
 of the Ubisoft Franchise Ubisoft Quebec. The game is inspired from the 
Elder scrolls, Witcher 3, Fallout and also development of AC Syndicate 
helped in the emerging the idea for Odyssey. 
The
 developer team chose to go with theme highly demanded and requested by 
the community, it is a setting of Ancient Greece. The Announcement of 
the game was done one day prior to E3 i.e. in May, 2018. Odyssey has 
more than 3 million players and the developers have decided to provide 
updates to game even in the post release phase.
Image 15: Assassin’s Creed Odyssey
The
 game is set in an ancient t era, replicating the war between the 
ancient Greece states, this war is also known as the Peloponnesian war. 
Here the player acts as a Protagonist and is supposed to choose between 
two characters featured in the game, either Alexios or Kassandra. The 
game is released for XBOX, PS4, PC and Nintendo switch. The game 
Nintendo Switch exclusive only in the Japan region and is also called as
 a Master Piece. 
God of War:
Image 16: God of War
God
 of War is developed by Santa Monica studios, It is a Mythology based 
Hack and slash and Action-Adventure game. God of war is created and 
designed by David Jaffe in the year of 2007.
It
 is published by Sony Entertainment and is a PS4 exclusive game. God of 
war has won the Game of the Year awards for the year of 2018. Published 
recently published God of War 4 as a successor for God of War 3, and it 
was named on its predecessors title i.e. God of War. The game released 
in April, 2018 was a huge success. The game was first announced by the 
lead animator of previous God of War game, it was announced on twitter 
back in December, 2016.
Uncharted 4:
Image 17: Uncharted 4
Uncharted
 4 is a PS4 exclusive game Published by Sony Entertainment. The game is 
developed by the Naughty Dog studios and is an Action adventure game, it
 is also a Third person shooter platformer. It stands as the 4th game in the Uncharted series and was released in May, 2016.
Neil
 Druckman and Bruce Straley are one to lead to the development of the 
game. They have also worked on the previous titles of Naughty Dog and 
which were a huge success. The game was well received by the critics and
 so the number depict. The game received 10/10 rating by Gamespot and in
 the Playstation Magazine. The game Informer rated the game as 9.5/10 
and the Metacritic gave the game a score of 94/100. 
It was a Huge success and was is in the top charts for selling in many regions a massive success.
Image 18: Uncharted 4’s Critic review
So
 now just consider, such vast budget, it is the money after all coming 
from the stake holders, management teams, and even the money of the 
players. Consider the fact that this much big process just to develop 
one game is obviously time consuming for all. What happens if the game 
fails in the market due to some minor technical issues? Imagine you 
spent almost $20-$30 to buy a game that you have awaited for a long 
time, saving all your money just to buy that game. Now, when you buy the
 game and you are unable to play it, or let’s say it’s facing major 
problems. Major FPS drops, characters doesn’t seem to load up and many 
more. What will happen? 
You
 will complaint, write bad reviews, it will impact on sales of the game,
 which means no money incoming, all the investment is lost, the company 
faces huge loss, plus the players are unhappy and won’t trust the 
publisher and the developer any more. 
Quality Assurance
Considering
 all the above mentioned facts and points we have very much important to
 discuss here now. The question arises is How do we stop this? How can 
we release a very polished game? A bug free game. How?
Here
 come the Quality Assurance/Quality Control Teams. We will now 
understand what Quality control is what they do and what is their 
aim/moto. How do they work and all. 
Quality
 Assurance or Control is team of smart and intelligent, agile people, 
who work day and night in order to test the game and ensure that the 
developers efforts won’t fail. They do is Game Testing. The person to 
test the game is called as a Game Tester. 
A
 Game Tester usually works with the game developing/publishing 
organization. A Tester is required in the fields and aspects of the 
game, even the feature of a game or let’s say a platform or even the 
genre. The aim of a tester is to find as many as possible bugs/defects 
within the game and report them to the developer so that the developer 
can fix it and the timeline stays eminent for the release of the game.
Image 19: Game Tester
The
 Game Tester is the one who is never credited for his efforts and hard 
work, all the fame, recognition is taken by the high profile Designers 
and the Directors. “A Game Tester is an Unsung Hero”. 
A
 team of Game testers is led by a team lead or even by a senior game 
tester. The lead stays completely in touch with the developer team and 
will guide his team members. This is a process of enlightenment, 
enlightening the testers with design updates, changes, new content and 
the timeline. Senior game tester will also guide his team in reporting 
the bugs to the developer. Writing reports and informing the development
 team regarding the status of the testing done for current build or 
feature. 
A
 Game tester will collaborate with his team members and create a test 
plan and form various test cases around the game. Tester will repeatedly
 try to break the game in order to test the stability of the games. A 
standard process is followed with the bug reporting and its tracking, 
lot of tools are also used for achieving the same but every tool and 
software has the same cycle, it known as Big Life Cycle. Bug life cycle 
is very important and helps one to understand the flow of a bug within 
the organization. It also helps in tracking the issues based on the 
current milestone and target set according to the Timeline. The below 
example is a resemblance of the Defect Life Cycle followed in one of the
 Leading and Top Game Publisher.
Image: 20: Bug Life Cycle
This
 is one of the Standard procedures and almost everywhere it is similar 
except for few changes depending on the Organizational chart of a 
Publisher or Developer Company. It is a pretty simple and 
self-explanatory image.
The
 Defect life cycle is divided into four phases based on the members of 
the organization. First is the Tester, the job of a tester is to search 
for bugs in the game and report them into the tool, once the Issue 
reported, the tester assign’s the issue to the QC lead in short his Team
 Lead, who will now verify the reported issue and ensure that the issue 
reported is a defect, if not so the reported issue will be deleted from 
the database and if the Issue reported is a defect it gets approved by 
the lead and is assigned to the Lead Developer in the hierarchy 
respective to its component. 
The
 issue now is in the Dashboard of a Developer and the QC team now has to
 wait for the developer to provide a resolution for it. The Lead 
Developer will not verify it the reported issue is a defect or not, on 
doing so if it is found that the reported issue is not a defect the Lead
 developer will provide such resolution for the Issue reported and close
 it. However, if the reported issue is a valid defect then the lead 
developer will assign the issue to a developer in order to get it fixed.
The
 Developer will now analyze the issue assigned to him, he will not try 
to search for flaw and fix. He will do required code changes or some 
animation changes or whatever depending on the issue reported. Once the 
developer fixes the issue he will provide such resolution for it and 
notify the QC leads for such updates and ask them to verify the fix.
Now
 the QC lead will verify the resolution provided for the issue and then 
will assign it to the tester in order to Regress it. The process of 
reproducing the fixed issues on the later build specified as fixed for 
is called as Regressions. 
The
 Tester will regularly check his dashboard and keep in touch with the QC
 lead for the Regressions. Once the tester is notified for regressions, 
the tester will try to reproduce the reported issue which got recently 
fixed by the developer. The tester will attempt for couple of times to 
reproduce the issue, once he feels assured that the issue is been fixed 
and is not occurring, the tester here will also check that fixing this 
issue might have not caused any other issue to occur. If a tester 
encounters that the issue reported is marked as Fixed and is still 
occurring then the tester will reopen and assign the issue back to the 
developer with the updated steps to reproduce and all. The issue will 
now enter in the same loop as that it was previously with the developer.
 When a tester ensures that the issue is not occurring then he will 
notify such to his lead and verify it. Verifying the issue means closing
 the issue.
Such is process followed in the QC teams.
The QC teams performs various testing on the game some of these are mandates. Few of its Categories are as follows:
Functionality:
Image21: Functionality Testing
Functionality
 testing the name itself suggests the meaning of this kind of testing. 
Functionality Testing is a wide area of testing with huge coverage 
depending on the size of the game. The major focus of a tester in such 
testing is that to ensure the proper functionality of the in game 
events, buttons, UI’s, in game objects, some feature of a game, etc. the
 issues reported are mostly code related issues and very minimal time 
the design teams are disturbed for a flaw in design. Functionality 
testing can further also become Ad-hoc testing also vastly known as 
Negative Testing.
The
 functionality teams ensure the proper functionality with in the game, 
they check for each and every corner of the game and the UI of the game.
 The functionality teams also report issues related to Levels, AI and 
many times the Animations. 
Collisions,
 Camera, Character are major one of the major subjects where the issues 
are reported in. Complete Walkthrough is also done by the functionality 
teams and any walkthrough blocker is reported as a sever issue and 
marked as a Must Fix issue by the QC Team.
Functionality
 team can be as vast as 200 members in team working on one project to 
10-15 persons working on multiple projects simultaneously depending on 
the size and complexity of the Project. The functionality Teams cover 
almost 75% of the QC team in a project.
Compliance Testing:
Image 22: Compliance Testing 
Compliance
 Testing is a Must Fix and a very High Priority testing done by the 
testers. Compliance teams are short in size and can vary just from 4-8 
members per project. Compliance testing is very critical because the aim
 of Compliance team is meet the Requirements set by the First Party, in 
order to receive a Go from the First Party to release the game on the 
respective platform. Now we have various platforms out there, and we 
have various companies owning those platforms e.g. Xbox: Microsoft, PS4:
 Sony, Switch: Nintendo, Android: Google, IOS: Apple and many more.
These
 companies who own a platform are called as First parties and these 
first parties have set few basic requirements for a game to be developed
 and published for their platforms. Microsoft has TCR (Technical 
Certification requirements), Sony has TRC (Technical Requirements 
Certificate) and Nintendo has LotCheck.
These
 are all set of few rules or we can say guidelines that a game should 
consist and follow. There are few features that a game is supposed to 
have in order to develop a game for the Consoles.
Failing
 any of these, will eventually fail the Master Candidate of the game, 
and then again same thing time waste, money loss, penalty for a failed 
submission and many more. 
The
 Compliance Teams take care of these and performing testing based on the
 requirements and report the issues to the developers as Must Fix and 
with higher severity. Developers also target Compliance issues with high
 priority as a Critical Failure of the Master Candidate is eminent if 
any of the Requirement is not passed or fulfilled by the game.
Localization:
Image 23: Localization Testing
Localization
 testing is mostly done by a functionality game tester. It is done to 
crosscheck for Debug Text’s and any text present in English and not 
localized for a specific language. The tester here usually selects the 
languages supported by the game and will verify all the UI elements in 
the game that are presented in the selected language. Localization 
majorly focuses on the region and culture based player activity. 
E.g.
 If a publisher plans to sell the game in a specific region like China 
or Japan, the game is supposed to have support for the Japanese or 
Chinese language respective to its region.
If
 a text is not supported in such language and some unsupported languages
 are displayed in place of the text e.g. Back is displayed something 
like @!$$ or some squares being displayed instead of a text. Some like 
shown in the image below.
Image 24: Localization Bug
Regression testing:
Image 25: Regression Testing
Regression
 Testing is also done by a game tester now, this testing not specific to
 a category or class, it is done by the Functionality as well as by the 
Compliance Testers. 
Regression
 testing is nothing but re-ensuring the fixes of previous bugs, on the 
newly integrated design and code. While performing Regression testing 
the tester also ensures that fixing the bugs has not caused any new 
issues to occur or might have just impacted some important feature of 
the game. Now this impact can be in any part of the game, e.g. fixing a 
collision might have just removed the collision from entire surrounding 
for a specific region.
The
 tester will ensure and cross check for such issues, even the previously
 executed test cases a performed and tested on the recently provided 
build, which is also partially considered as a part of Regression 
Testing, well some might disagree to this point, but yes in some studios
 it is so. 
Regression
 testing can also be justified as a phase of normal testing which is 
held or performed after the resolution is being provided for a 
previously reported issue.
Regression
 Testing is one of the very important and core parts of testing, it is 
just another process of ensuring the fixes done by the developer, in 
order to verify and assure the quality of the build for the current 
milestone and release. Regressions also help both the QC teams as well 
as the Developer teams to track and record for the issues encountered 
and be more alert for such scenarios in future.
Smoke and Compatibility Testing:
Image 26: Smoke testing 
Smoke
 testing is done to ensure the stability of the build, in order to 
ensure the health of the build so that the QC teams can perform testing 
on it. It is one of the first passes done by a dedicated developer team,
 it also done by QC teams, but a bit of in advance than that of the 
developers. In a smoke test a developer will just look out for some 
major issues that can be easily accessible, whereas the QC teams will do
 a quick pass on the various contents and features of the game. 
Image 27: Compatibility Testing
Compatibility
 testing is done with the smoke test just ensure the proper 
functionality of the game with previous and the latest operating systems
 or the platform soft wares. Compatibility is less time consuming and 
can be done parallel with the functionality testing.
Balancing Testing:
Image 28: Balance Testing
Balancing
 Testing is done by a team formed with the Functionality Team, dedicated
 to just work on the balancing part of the game. The testers here will 
analyze the elements present in game, now these can be anything, a 
Character or a Map or even a Game Mode. Herein the tester will play and 
analyze the elements, and justify based on it and will provide some 
important feedback to the developer in order to get it balanced. After 
receiving the answers or the feedbacks the developer will now do some 
certain changes, now it can be like moving the spawn point far from the 
objective or to bring it close based on the situation or the difficulty 
of an AI to complete some mission or something related to visibility and
 many more.
In
 today’s lot of MMO games we might come across the terms buff and nerf, 
in the changelogs provided by the developer. Buff means adding or 
increasing something in specific element of the game in order to ensure 
its balance in comparison with other available elements in the game. 
Same applies with the Nerf, here it means decrease or removing something
 from the specific element which was evolving into an exploit, all for 
the same purpose of balance. 
Game Testing Scrutiny:
Game
 testing came into consideration around couple of Decades ago, where the
 size games increased day by day with new technical innovations. It 
became very important for the developers to test the game before 
releasing it the people. However, with huge size of games, it is not 
possible for the developers to test every aspect and feature of the 
game, as doing might get hectic for the developers and even will be time
 consuming, just like over using the resources, due to which quality 
will be dropped. Hence new department was formed called as Quality 
Assurance. 
Game testing is a part of Game development life cycle since long time. According
 to the Jean-Yves Thiboutot (Quality Control Project Lead, Ubisoft 
Montreal) game testing is a part Ubisoft from past 25 years. So on 
basis of this we can guess that game testing is pretty old department 
and there might a chance of having game testing before 25 years in some 
studios. 
Continuous
 efforts of the people in the QC department, leading to release a very 
well-polished games in the market. Introducing the QC department has 
assured the publisher with the quality of the game that is supposed to 
be released. Based on the previous scenarios mentioned in the document, 
testers have helped the developers to cut the slack and negative points 
of loss with the release of the game. 
Game
 testing is a vast field, we have various people with various skill 
sets, mastered in some key elements of the game helping an upper hand in
 performing critical test cases with in the game. Game Testing acts as a
 Game Changer phase in the timeline of a Game Development.
Image 29: Importance of Game Testing
Citation:-
- Game Testing: https://cdn-images-1.medium.com/max/1200/0*YbQpFTT--JhuVNQB.jpg [15/01/2019, 12:31PM].
 - Image 2: https://ichef.bbci.co.uk/images/ic/640x360/p05d3m35.jpg [21-03-2019, 01:32PM]
 - Indie Game: http://www.pixelprospector.com/wp-content/uploads/2011/07/Indie-Resources-Indie-Guide.jpg [21-03-2019, 02:54PM]
 - Minecraft: https://www.top10hq.com/wp-content/uploads/2014/10/Minecraft.jpg [21-03-2019, 08:40PM]
 - Garry’s Mod: https://www.computerhope.com/jargon/g/garrys-mod.jpg [21-03-19, 08:53PM]
 - Limbo: https://www.dlcompare.com/upload/cache/game_tetiere/img/limbo-img-4.jpg [23/03/2019, 12:35PM]
 - Game Development Life Cycle: https://image.slidesharecdn.com/64868685-7dc3-4958-8095-7dfb958de993-160207133535/95/introduction-to-game-development-16-638.jpg?cb=1454852225 [23-03-19,01:37PM]
 - GTA: https://vignette.wikia.nocookie.net/gtawiki/images/9/92/GTA_San_Andreas_Box_Art.jpg/revision/latest/scale-to-width-down/270?cb=20090429021856 [23-03-19, 01:54PM]
 - COD 4: https://steamcdn-a.akamaihd.net/steam/apps/7940/header.jpg?t=1545234949 [23-03-19, 02:05PM]
 - Halo: https://static.gamespot.com/uploads/scale_medium/mig/0/0/4/0/2210040-box_halo.png [23-03-19, 02:25PM]
 - Game Development Process: https://cdn.juegostudio.com/wp-content/uploads/2018/07/ProcessImg.png [23-03-19, 12:51AM]
 - Team Size: https://www.how2become.com/wp-content/uploads/2014/04/Video-Game-Development-Process.png [24-03-19, 01:07AM]
 - Workflow: https://www.researchgate.net/profile/Juergen_Musil2/publication/221045927/figure/fig2/AS:305624014442498@1449877851418/Simple-workflow-oriented-process-for-game-development.png [24-03-19, 01:21AM]
 - Odyssey: https://gamingbolt.com/wp-content/uploads/2018/07/Assassins-Creed-Odyssey-cover-image.jpg [03-04-2019, 10:05AM]
 - God of War: https://www.gamexchange.co.uk/images/pictures/b/god-of-war-article-banner-(600x300).jpg?v=d66f17a2&mode=h[03-04-2019, 12:43PM]
 - Uncharted 4: https://www.geek.com/wp-content/uploads/2015/12/uncharted.jpg [03-04-2019, 12:55PM]
 - Critics of Uncharted 4: https://static.gamespot.com/uploads/original/1551/15516546/3066930-uncharted-4-a-thiefs-end-accolades-screen-01-ps4-us-12may16.jpg [03-04-2019, 01:07PM]
 - Game Tester: https://www.gamedesigning.org/wp-content/uploads/2018/05/game-testing.jpg [02-04-2019, 7:44PM]
 - Functionality: https://www.keywordsstudios.com/content/uploads/2017/08/KWS_Functional_QA.jpg [02-04-2019. 11:08PM]
 - Compliance: https://www.ixiegaming.com/wp-content/uploads/2019/02/perform-Game-Compliance-Testing-400x219.png [02-04-2019, 11:21PM]
 - 
Localization: http://blog.qatestlab.com/wp-content/uploads/2016/02/shutterstock_152571764-1200x545_c.jpg [02-04-2019, 11:34PM]
 - Localization Bug: https://cdn.ymaws.com/www.igda.org/resource/group/b013eadb-f4bb-43cd-a224-d2ff1c0a4809/111.png [03-04-2019, 3:29PM] .
 - Regression Testing: https://screenster.io/wp-content/uploads/2016/08/UI-regression-testing-automation-bugs-1200x594.png [04-04-2019, 3:05AM]
 - 
Smoke Testing: https://reqtest.com/wp-content/uploads/2016/10/Smoke-testing-.jpg [04-04-2019, 03:20AM]
 - Compatibility Testing: http://www.alshoroukbos.com/wp-content/uploads/2017/08/compat.testing.jpg [04-04-2019, 03:29AM]
 - Balance Testing:https://www.forgottenempires.net/wp-content/uploads/aoe2_african_kingdoms_balance_testing.png [04-04-2019, 04:27AM]
 - Importance of Game Testing: https://study.com/cimages/videopreview/videopreview-full/bns302d9l9.jpg [04-04-2019, 12:38PM]
 
References:
- What are Games: https://www.thewrap.com/what-is-a-video-game-a-short-explainer/ [21-03-2019, 01:29AM]
 - Successful Indie Games: https://www.top10hq.com/top-10-successful-indie-games/ [21-03-2019, 08:39PM]
 - Garry’s Mod: https://usagamer.wordpress.com/2015/03/09/garrys-mod-a-mod-created-by-garry-newman/ [21-03-2019, 8:52PM]
 - GTA San Andreas: https://gta.fandom.com/wiki/Grand_Theft_Auto:_San_Andreas [23-03-2019, 01:52PM]
 - Game Development Life Cycle: https://www.juegostudio.com/process [24-03-19, 01:05PM]
 - AC: Odyssey : https://assassinscreed.fandom.com/wiki/Assassin%27s_Creed:_Odyssey [03-04-2019, 10:07AM]
 - God of War: https://godofwar.fandom.com/wiki/God_of_War_(2018) [03-04-2019, 12:52PM]
 - Uncharted 4: https://uncharted.fandom.com/wiki/Uncharted_4:_A_Thief%27s_End [03-04-2019, 12:57PM]
 



























