Game Development Phases and Testing Strategies
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Understand the post-production phases, marketing strategies, bug classes, and development timeline for successful game development. Learn how to ensure expectations are met, who to involve, and the critical stages of quality assurance.
Game Development Phases and Testing Strategies
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Presentation Transcript
Marketing Phases
Testing game • Why? • Ensure expectations are met • When? • Continuously • Who? • Automated • Developers • Sponsors • Internal QA • External QA • Publisher QA • 1st Party QA Quality Assurance
A – Critical • Crashes, features inaccessible, progress bugs • B – General Bug • Non-Blocking • C – Cosmetic • “Text is difficult to read on some screens” • D – Wishlist • “Player should be able to fly a unicorn” Bug Classes
Example: 24 month project • Alpha – 12 weeks • Beta – 12 weeks • Master – 6 weeks • Example: 12 month project • Alpha – 6 weeks • Beta – 6 weeks • Master – 6 weeks Development Phases
Example: MMO • Alpha – 12 weeks • Beta – 36 weeks • Master – 6 weeks • Example: iOS • Alpha – 2 weeks • Beta – 2 weeks • Master – 2 weeks Development Phases
Christmas Release • Alpha – mid June • Beta – end of August • Master – end of October Development Phases
Feature Complete • Placeholder Art • Design complete • All features are playable but require polish • No New Features After This Point! Alpha - Definition
Internal testing • Fixing Bugs • Optimisation • Polishing Features • “Lazy” features • Sound • UI • FMV • Non-English languages Alpha - Work
Game is playable end-to-end • No blocking bugs • Code Freeze • Multi-player • F&F Beta • Closed Beta • Open Beta Beta - Definition
External Testing • Fixing Bugs Only • Optimisation • Installers/Bundles • Polishing Features • Writing manual • Closing out box artwork • Compliance Fixes • Compatibility Fixes Beta - Work
Game is ready for submission or release • Bug free • No A’s or B’s Master - Definition
Submission to 3rd party • Sony, Microsoft, Apple, Steam • Ratings boards • PEGI (Europe), ESRB(USA),USK (German), CERO(Japan), ACB (Australia) Master - Submission
Typically 2 weeks in, 1 week out • Complete blackbox • Large 1st party test teams • Bugs are scored, high scores fail • Typically, 2 attempts only Master - Submission
No approval, no release • No control • Bottleneck at peak times • Can be bumped up/down • Underwrite to get approval for large publishers Master - Submission
Game goes in a box/online • That’s it! Master - Release
Pre-Alpha • Alpha • Pre-Beta • Beta • Optional: F&F, Closed, Open • Master • Pre-Submission • Submission 1 • Submission 2 Dev. Phases - Expanded
Physical Media duplication • DVD, Bluray – Sony DADC • Cartridges • Batch sizes • Printed Media duplication • Manuals, Box artwork • Packaging • DVD cases, Gift boxes • Assembly Manufacture
Delivery of parts to assembly • Final delivery to store • Pre-Orders: Delivery from store to home Distribution
Manufacture • DVD/Bluray: 1-2 week • Distribution • To retail: 2-3 days Release Phases
Ongoing marketing support • Mothballing • DLC • Maintenance • Patches • Online Support Post-Release
Marketing Summary