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发表于 2006-2-3 20:28:00
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Re:请问《Game Testing All in One》这本书国内有么?
Who Should Read this Book?
This book is for people looking to start a career in game testing, current software testers interested in moving into games, and current game testers who want to learn new techniques to improve their testing skills and results. It will also prove beneficial for small game team members who are involved in game testing as well as their main responsibility, such as programming or artwork. Current or aspiring test leads and project managers will also gain from reading this book.
If you are already an experienced game tester, I recommend you read through Chapter 1 and then skim Chapters 2 and 3, and all of Part II before focusing your attention on Parts III through V. Then go and apply what you learn in Parts IV and V in your real-life job. If you are a test lead, then apply the contents of Part III to your job, and get your testers to start using what's in Parts IV and V on your projects.
Experienced testers who have not been involved in the game industry may want to skim or skip Chapter 3, but otherwise should read the rest of the book and do the exercises. You will benefit from putting the techniques in Parts IV and V to work in your current job, but also try to put in some hours on your own doing the same for some games you own.
If you are looking to break into the game industry as a tester, then you have the most work to do. Read everything in the book, do all the exercises, and while you're job hunting, practice the techniques in Parts IV and V. You can do that as a Beta tester (see especially chapters 4 and 14), or just by picking some of your favorite games to test on your own.
If you are a game project manager who wants to better understand the testing side of your projects, STOP SPYING ON US! But seriously, that's a great thing to do! You can skip Part II if you'd like, but otherwise dig in to the other parts of the book. The following table summarizes the suggested uses of this book:
BTW:
Part I "About Game Testing" introduces the reader to game testing in terms of culture, philosophies, and the contribution testing makes to the final game release that everyone (hopefully!) rushes out to buy. If all goes well, the users will let you know.
Part II "Making Games" reveals how an individual contributes to the overall game project. This includes the different kinds of roles and responsibilities that are required of testers through various stages of the development and production of game software.
Part III "Testing Fundamentals" introduces testing concepts and practices from a formal software engineering approach. These practices will boost your testing IQ. Tools and files included on the book's CD will help you quickly produce useful test documents, capture important data, and analyze the measurements described in this section.
Part IV "Testing Techniques" is a set of tutorials on different methodologies for producing tests for your game. Each can be used by itself, or in combination with the others. They are good for testing any portion of your game at any stage of development. A portion of Chapter 12, "Cleanroom Testing," relies on the techniques taught in the two chapters preceding it, so keep that in mind if you try to flip over to read that one on its own.
Links to test tools are included on the book's CD to help you learn and practice these methods. In addition to the tools, there are some template files that will make it easier for you to produce your tests by "filling in the blanks" rather than starting from an empty sheet. Information about how to use the templates is provided in the chapters and appendices.
Part V "More Effective Testing" addresses ways to make the most out of your limited time and resources to reach new heights in the quantity and quality of the test you can produce and run. Again, tool links are included on the CD for this book to help you learn and practice the methods described in this section.
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