Transcripts
1. Introduction: He llo everyone, and
welcome to the course becoming a Q Elite
skills and strategies. This course is designed
to help you to get a solid understanding of what
it means to be a Q elite. I used all my
previous experience to put other main points
into this course. Let's do a quick runo through the main key takeaways
for aspiring Q Elite. First of all, you
need to develop technical skills to stay proficient in testing tools and methodologies to ensure quality. Then you enhance
leadership abilities, cultivate soft skills to effectively manage
and inspire teams. Then, of course, you need
to foster collaboration, build strong
relationships across departments for better outcomes. And, of course, you need to commit to continuous
improvement, embracing a mindset of learning and
adaptation for growth. In this course,
we're going to cover career growth and
development as a Q elite, where to start and what to
do to get to this position. We cover such things
as mentorship, networking, and
continuous learning. Another important topic of the course is
project preparation, which is very important
for every Q Elite. We will start with understanding
game requirements and specifications,
creating VBS structure, estimation techniques
will be covered, planning and
timeline management, and also creating test
plans and strategies. Then we'll move to
documentation preparation. We need to have a
full understanding of documentation needs
on the project, creating test case templates, designing checklist, defining
severity and priority, and also set some
reporting standards. A big part of every QLs
work is Jira and its setup. We'll work on bug
report template, on the filters, and
on the dashboards. These are the main elements
of efficient management. And, of course, we
will cover main test leads activities during
testing process, such as passing milestones,
testing environments, bacterias process, prioritization, and
testing activities. And of course, we need to
cover risk management. We need to learn how to identify project risks, analyze
product risks, develop mitigation strategies, continuous risk monitoring, and stakeholder communication. And of course, in this course, we're addressing
common obstacles faced by QALts in
dynamic environments, such as resource constraints, changing requirements,
and team dynamics. If everything that was said
previously is not enough, here's additional list of things that we'll be looking at, such as overseeing quality
assurance process, development test plans, coordinating with
development team, and ensuring compliance
with standards. Also, we will take a look at what is needed to
become a key elite, such as strong
analytical skills, excellent communication skills,
leadership capabilities, and attention to details. And besides that, we'll be discussing gaining
leadership experience, enhancing technical skills, understanding
project management, and building team collaboration. This course is a mix of
theory and practice. On my example, I will
be showing how to take a project and organize all
the processes as a QA lead. So if you're ready to
elevate your career in QA, this course is for you.
2. QA Lead Responsibilities: Welcome to our first part of the course on
becoming a Q Elite. In this chapter, we'll
try to understand what it means to be a Q Elite
in game development. This is just a brief overview. More details will be shared
throughout the course. Our agenda is next
responsibilities of a Q Elite, skills and qualities
required and transitioning from a
QA tester to a QED. There are five main pillars of responsibilities
team management, test planning,
quality assurance, communication, and
issue tracking. As a QA lead, one of your primary responsibilities
is team management. You will be leading and
mentoring your QA team members, assigning tasks, setting
goals, and providing feedback. Creating a cohesive
and motivated team is essential for achieving
our quality objectives. Let's move to test planning. It consists of three main parts, objectives, scope,
and resources. For objectives, you need to
understand what exactly is expected from you and your team and what exactly
you'll be testing. To read this, you need to create test plans
and strategies. In terms of scope
as a key elite, you need to fully understand
the content of the game or the project and all the aspect that
needs to be tested. For this, you need to define testing objectives,
scope, and priorities. The next one is resources. Based on how much of the
testing should be done, based on complexity of the game, you need to find
proper amount of resources and allocate them and schedule testing
activities for them. Moving to the next one. Quality assurance
process. In general, you need to ensure that all
processes and deliverables met the defined quality
standards and procedures. Then you need to do sorrow quality reviews and Audis to identify areas for
enhancements and compliance. Once the reviews are done, you need to implement
all the improvements and initiatives to elevate
overall product quality. Let's move to the
communication part. Communication is very
crucial thing for a Q elite. In general, you need
to make sure that all the stakeholders are aware of the state of the
quality of the game. You need to be able to
collaborate with QA team, with developers, and with all the people who
are interested in the success of the project. And finally, let's talk
about tissue tracking. In general, we can split
it into a few parts. First one is bug tracking. This is a process of
managing B tracking system and resolution process. The next one is bug
prioritization. In general, you
need to prioritize bugs and then assign it
to property members, either developer, artist, or
maybe other stakeholders. The last one is bug resolution. As a key elite, you
need to ensure that development team are aware
of the bug and fix them, and then KATeam manages to check it and to
verify the fix. In general, Kit plays a crucial
role in game development. From the beginning
of the project, you're the one who is
responsible to deliver the best quality product
to the end users. That's why you need to be
good in team management, test planning,
quality assurance, communication, and
issue tracking.
3. QA Lead Skills: On to our next chapter. We will explore the skills and qualities required to
be an effective Kd. Let's delve into the
essential attributes that contribute to
success in this role. I have divided the
core skills into five main categories,
technical skills, leadership skills,
communication skills, problem solving, and
organizational skills. Let's check one by one. Technical skills are
fundamental for a Q elite. They enable efficient and
effective testing process. Let's dive a bit deeper. You need to be proficient in testing tools that your team will be using on daily basis. Also in methodologies
that you need to use for testing and in technologies that will be used
for your project. Then you need to have a
good understanding of the software development
life cycle and processes for
comprehensive testing. You need to know the
way how the game is created from the
start to the bottom, from beginning to the end. For the programming languages, it is not something that
is mandatory or must help. It is something that is good to know and to be able
to use to create automated scripts or just to be able to do more deep debug. While being a good qui lead, you need to inspire, motivate, and guide your team members. Then you need to make
sure that you have a good decision making,
conflict resolution, thinking, and processing, and also, you need to be a
visionary leader and you need to drive
improvements in the team. We were talking already
that communication is one of the responsibilities
of a Q elite, but also we need to look at it as a skill that you need to improve because enhancing
communication skills leads to improved project
success and team cohesion. Clear and strong
communication skills are essential for a Q elite
to convey project goals, expectations, and
feedback effectively, fostering a collaborative
team environment. In real life, you always
faced with some problems, and when you're a celt, you are responsible for
the resolution of them. To be able to resolve
different problems, you need to have an
aptitude for identifying, analyzing, and resolving issues. Then you sometimes need to be creative in thinking
about finding solution, and then you need to
have an adaptivity and resilence in
navigating challenges. Organizational skills are
essential for a q elite. They help to ensure you efficient project
management and delivery. Let's check more in detail. First of all, you need
to have a capability to manage tasks, resources,
and timelines. In simple words, you
need to be able to keep track of tasks and assign them
to different team members. You need to make sure that
you have enough resources, and then you need
to make sure that you're doing everything in time. Then you need to have a
good prioritization of tasks to be able to cover
important things first, and then you need to
be able to delegate other responsibilities
to different people because as a human being, sometimes you won't be able to cover everything by yourself. Then you need to
have an attention to details and adherence
to quality standards. This is a general list of
skills and qualities required. Throughout the course, we'll
go more deeply in each of them and we'll cover it
with a practical exercises.
4. Transition to the role: Now, let's explore
the journey of transitioning from a QA
tester to a QA lite. This process involves
advancing from a technical testing role
to a leadership position. In this small chapter, we'll
do a small overview of transitioning from a QA
tester to a QA lead role, and also we'll discuss the
career development aspects and advancing to a
leadership position. There are a few things
that can help you in transition skills development, mentorship and opportunities. First of all, you need to work hard on leadership,
communication, and managerial skills
to transition from a technical testing role
to a leadership position. Also, it is nice
to find a mentor, someone who already has a role, who can show you all the things and teach you all the stuff, as well as participating in the leadership
development programs. I basically
participate in one of them in my company that
trained me to become a lead. Try to explore any
new challenge and possible responsibilities in the QVL to advance your career. For example, if there's a task that you don't
know how to do, try to volunteer and do it. If the company is looking for someone who can take
ownership over a new task, maybe it's also your
chance to prove yourself. There are three main
skills that differ from any other technical skills that are crucial for Q lead position. First of all, it's a
leadership and management, then it's project management and organizational
skills development, and then it's a communication and interpersonal
skills enhancement. While working as QA, you might get a lot of technical skills that
you know how to do, how to split task,
prioritization, and other things. But this is something that
you need to work hard on your own to obtain a QED role. There is one of the
ways how to develop all your needed skills is using a mentorship and
coaching programs. The mentor helps you at all stages from
the preparation to transition during the transition
process and then after. If you have a quid in your organization and you like
him and like what he does, then try to ask him if he can mentor you and show
you all that he knows. Usually, people like this
if they are not too busy, they like to mentor
other people and they like to share their
knowledge with them. Also, I would like
to add a few words about leadership development
activities and programs. I highly recommend to
participate if you have any available inside
your company or outside. One day, one wise man told
me that the best way to grow is to take on your responsibilities
and be in charge of it. And it was one of the best
advices I had in my life. So let's see what is here. Volunteering for roles. Is there any open
position on the project? Always try to volunteer for it. If there is a task assigned
to the group of people, always try to be
active and display some different ways to
solve it and approach it. Even if you're not sure that your initiative is correct and you're proposing
the right way, having more initiatives is
better than having none. Don't be scared
to take ownership of any tasks or initiative. This is one of the best
ways to demonstrate your leadership abilities
and also to grow. The next point is building
a professional network. To be honest, I didn't
pay much attention to this one throughout
my entire career, but recently, I started finding it very
helpful and useful. First of all, working with other people and other
professional and peers can bring you a lot of
new expertise and different points of view and
solutions to your problems. Also, there's always a lot of
different possibilities for you inside different professional organizations
and communities, as well as attending
conferences, workshops and seminars bring you a lot of new experience
and expertise. Either you are a listener or a person who brings
some speech because one of the biggest
stress for the person is to perform in front
of a big audience. Qualit is a person that has a strong
communication skills, interpersonal skills,
is able to take on responsibilities and is not afraid to make some initiatives. And basically, there is nothing that is not possible to earn. And moving further, I
will try to give you as many details on all
of these as possible.
5. Project preparation. Requirements: Move to our next chapter, which is called
project preparation. We are going to start with understanding requirements
and specifications. What are game requirements and basically the
requirements in general? There are a specific
features, functionalities, and characteristics that
the game must have to meet the expectations of the
player and stakeholders. Here are a few examples just to better understanding what
can be a requirement? It's a list of gameplay
mechanics, graphics, audio, multiplayer
functionality, and platform compatibility. If you already work a SQ, you're probably already familiar with requirements and
what they are needed for. But let's take a look
on the big picture. Why do we need the requirements? First of all, to ensure alignment with
prior expectations. Requirements guide development
process and decisions. And also, having query and listed requirements provides scope grip and project delays. Scope crip is a
phenomenon when there are too many uncontrolled changes
are done to the project, and it doesn't look what
it's supposed to be. There are three main components
of game specifications, technical specifications, they define expected platforms,
hardware requirements. Then functional
specifications is about the functioning
of the game, gameplay mechanic features
and design specifications. They define the art style, level design, and other. Why it is so important to have a good understanding
of requirements. First of all, it ensures
project cuarty and direction. As a QA lead, from the
start of the project, you have a good vision and understanding what the
project should be. Then requirements
help to facilitate effective communication
among team members. It often happens that developer and QA have different
opinion on how the feature should work
and having queer and written requirement can help
them to solve this mystery. And the last one is
that requirements help to identify potential
challenges and risks early. For example, you have
a multiplayer game and you expect to have 60
concurrent players. You need to plan
testing activities in the way at one moment, you need to cover
this play session. Usually, all the requirements are shared with the
QA team in advance. But from project to project, from company to company, sometimes the requirements are created during the
discussions with different eam members
with stakeholders or based on some documentation
or MVP product. I'm planning to create
requirements for a Piu Park. I've chosen Pio park because
basically this game covers all needed requirements that we can use throughout
the course, but you can choose any
other project or game you like and make the practical
tasks in parallel.
6. Project preparation. Requirements listing: Take a quick look on the game and see what main
mechanics it has. We have local play
mode, online play mode, options, exit game,
we have in options. Okay, that's some standard
options, Pat Config. Okay? Local player mode, we have two, three, four, five, six, seven, eight players for online
play mode, we have public. It's to join the public game, is to join friend game, hosts to start your own game, option is to set some settings. Okay, we can set
some options here, choose color,
choose Max players. Let's see co player,
two players. Okay, player one, player two, and we have options
world battle, endless. That's I believe some modes. In every world, we
have different levels. And each has four sub levels. And basically, we have some puzzles that
we need to solve. Okay, we have dos wives and we need to find
solutions how to pass it. Okay. It's pretty
clear for the start. So let's create some
requirements for this game. As I said before,
usually the requirements are shared with the
QATm by the production, but sometimes you have to create the
requirements by your own. Let's create some
simple requirements for a Pico park, for example. This is just a Gus
document and let's start. Let's create three sections. First one is technical
specifications, then functional. Specifications, and the last one is
design specifications. Let's start filling one by one for technical
specifications. Okay, let's make it. We have, first of all,
supported platforms. For platforms, we have Nintendo PC and mobile. Hardware. Requirements. For hardware requirements,
let's go with four gigabyte RAM 100
megabyte, free space. Let's market, then moving next. Let's use some platform
compatibility for Nintendo, it should be compatible
with switch models. For mobile. Let's say IOS, compatible with IS 11 or water and Android 5.0 or Water. PC Windows ten and 11 Makes. Then the next part
is input devices. Controllers, keyboard and mouse and for mobile, touch screen. So that's basic
technical specifications that we would like to
have for our game. Let's mark it all in different colors to have
a better visibility. For functional
specifications, let's start with gameplay mechanics. For gameplay mechanics,
as we've seen in the game, we have puzzle. In gameplay, then put former elements, then increasing difficulty and then team based cooperation. We have also multiplayer
functionality. For multiplayer
functionality, we have local multiplayer that supports eight players and
we have online multiplayer, total also supports
eight players. Then features. We're not going to list
here all the features. We'll be doing it
more in detail in the next chapter about
work breakdown structure. Here we'll be just listing some general features
about the game. Something like dynamic. Well, design with
interactive elements, then puzzles requiring
team work to solve the challenging obstacles and hazards and also game modes. For game modes, we have world, but and thus Okay, marking features, then
for better visibility. And now let's move to some design
specifications. Art style. Let's make it a bit more
beautiful. Art style. Pixel, art, gray. Fix, then bright bright and colorful
visual aesthetics we design Here we have diverse
level layouts. Then we also expect
the game to have variety teams and environments, and also we expect
it to be intuitive. Then also for design, we need sound design. For this, we need clear
audio cues for all elements. But ground music. And also we need some
sound for prior actions. Directive sound effects
for gameplay elements. Changing some colors. Here are some basic
specifications. Usually they are provided
by production team. Sometimes they're missing, so you have to create
it on your own, and this is a requirement that your game should
meet in the end. They seem to be pretty
awake at the start, but then we'll be
moving to next chapter, work breakdown structure,
and we'll be creating some more detailed
elements out of this to make sure that we
are able to test them.
7. Project preparation. WBS overview: Let's move to the next
part and talk about estimation process and
techniques in game testing. And we'll start with VBS. In general, VBS is a hierarchical composition of the project scope into smaller, more manageable components,
called work packages. In our case, this is the scope of the game
that we need to test. VBS organizes and defines the
total scope of the project, breaking it down into smaller, more manageable pieces that
can be easily understood and assigned to specific teams or
individuals for execution. Let's take a look on the
sum components of VBS. First of all, it's hierarchy. A VBS is structured
hierarchically to break down the project scope
into detailed components. Then deliverables. Each level of the VBS represents tangible outcomes that contribute
to project completion. Control accounts, higher
level elements in the VBS that serve as
management control points. Then we're moving
to work packages. This is the smallest
units of work in the VBS assigned to the
team members with defined duration and resssness. We will be looking at this more in detail in
the practical part. Another element of VBS
is the composition. The composition is the
process of breaking down the project scope into smaller, more
manageable components. And now let's create
VBS for Pia park. Let's dive deeper into
the content of the game. So what do we have here? For world mode, we
have one, two, three, four, six, 12 different levels. Each of them has
four sub levels. Okay, for battle mode.
What do we have? We have four different modes. Yes, finish and for endless, we have also four
different modes.
8. Project preparation. WBS Creation: Okay, let's start creating
our VBS structure. Let's create a new page. We're going to call it VBS. Now let's start. We have Pica Park game. Then we're going to have
some different categories. This will be our category. For functionality testing, we are going to
have another split. F f for multiplayer testing. Testing and game modes. Let's start with
multiplayer testing. What do we have here? We have vocal multiplayer, and we have online. Multi player. For loco multiplayer,
we have 28 players, and due to the fact that it's local machine and you're
playing from one PC, you don't need to have
any type of connection. But for one multiplayer, we do need to mention
it that we also have to test ability to play with
two to eight players. Then we need to test connection. Gods do it it for now. For connection, we need to
make sure we can host game. We can join game, and we can join Friends Game. Then interaction. We need to make sure that
in multiplayer game, we are able to interact
with other people and there is no wax and no
starters and other problems. Okay. Moving to next package. Let's let's go with
general mechanics. In this case, we have movement, testing, then interactions
with objects. So let's list some
main of them, key, then boxes, and
jumpers and other. And now, let's move to modes. Frist mode, we have world. It consists of 12 levels. Each of them consists
of four sublevels. Then we have and that
has more four levels. And then we have
battle that also has battle that also
has four levels. Okay, let's move further
next will be UI. For UI, we have main menu, and also we have in
game UI testing. And also, we have settings and options
that we need to test. Then we have audio. For audio, we have music and we have
various sound effects. We also call this affix. Then the next one is visual. For visual, we usually use visual effects by
affix and graphics. Then we have performance. For performance,
we can have FPS, testing frames per
second, then what? Testing memory usage,
as well as network. Wait and see. Then the big part
is compatibility. We need to make sure
that we can play from different platforms together on game from different devices, analysis should be tested. First of all, it's platform. Then it's device, then
it's operating systems. The next one is vocalization. For vocalization,
we need language, support, then vocalization. UI testing to make
sure that after translation or text fit
to the expected size. And then cultural sensitivity. And then in the end, I will add some different
testing activities that should be done, but usually they are not
a part of the scope. Such as regression
testing, integration, testing as well
as compatibility, regression testing. First control count is
functionality testing, then we have UI Then we have audio visuals, performance, compatibility,
vocalization, and activities. Let's make all of
them look the same. Now, let's make it a bit
prettier and make sure that everyone corresponds
to one package. So this is all the connection. I'm going to merge it, put connection here, so I
don't need this one no more. Then it all belongs
to connection. All of this belongs to
multiplayer online multiplayer. I'm going to put it here. So I don't need
this line no more. This one belongs to
local multiplayer. I can just move it here, do it this line, wrong button. And all this belongs to
multiplayer testing. So I don't need this line. I need to merge
it and rename it. Let's do a small alignment. Now multiplayer testing that consists of local multiplayer that has one item and one multiplayer that
has three items, and this one has three items. Now let's look a
bit better to me. Now let's do the same with
the rest. We have it here. This is general mechanics. H. Okay. Good. Then Buto
has four levels. And this has four levels. I don't need these
two. The litro. Now all this belongs
to world group. And now that's all our ay modes. No. So we did this mode decomposition of
main features of the game. This is what I usually do before starting any
of the project to understand what features and things I would need to
test in the future.
9. Project preparation. Estimation techniques: So we have finished with VBS, and now let's proceed to
the estimation process. In general, estimation
is a process of predicting or forecasting
the amount of effort, time, and resources required to complete a testing project. Accurate estimation
is the key to project planning and resource allocation and game testing. It ensures that project will be tested and delivered on time, as well as helps us to build
a schedule and timeline. There are a few factors
that affect estimation. First of all, is complexity
of the game and its features. Then the size of the game. That's pretty self explanatory. The bigger the game, more
time you need to test it. For example, time needed to test Tetris game and assassin
scritGame is pretty different. Then another important factor is available resources and
expertise inside the team. When there are no senior
people in your team, the testing time will be higher. If there is a strict deadline
to deliver your project, there is a chance that you
need to allocate more people, more resources, and some of them will be new and you need to include the time that needed for them to accommodate
in the estimate. There are existing
a few techniques for effective estimation. Expert judgment when experienced tester provide input based on their knowledge and
experience, analogous estimation, comparing the
current project with a similar past project,
parametric modeling, using mathematical models to
calculate estimates based on specific parameters and
free point estimation when you're using optimistic, pessimistic and most likely scenarios to more
accurate estimates. Let's check one by one.
Expert judgment technique. This technique highly relies
on experienced testers. The estimation is mostly based on the previous
experience that they might use on
previous projects or when they try to
do similar tasks. The next technique is
analogous estimation. So in general, we're just comparing projects
that you need to estimate to any similar
project from the past. Sometimes you compare
entire project, sometimes you just take some
features from it and see how much it took on the previous project
to finish the testing. Moving on, parametric modeling. This estimation
techniques involves using mathematical models to calculate estimates based on
specific parameters. So basically, you have a list
of features and you take an average number
of time needed to cover one feature and
then just multiply it. And the last one is three
point estimation technique. This technique
involves going through every feature and providing
best case scenario, worst case scenario, and
most likely case scenario. And then the formula provides
you the final estimate. Let's create an estimate for a Pico park based on VBS
that we created earlier.
10. Project preparation. Estimate creation: Use the same document and
just modify it a bit. Let's add additional line. We will be using three
points estimate technique. So for this, we need
mean time hours. Max, time hours. Most likely, hours. And then final. For final, we will
be using formula. And now the estimate begins. Okay, for local multiplayer, we have two to eight players. So in general, what
we need to check is the ability to
join the game with different amount
of people and that we are able to go
past all levels. Passing all levels will be mostly covered by
game modes testing. So for local multiplayer, we only need to make sure that
we can start the game with different amount of
players on the same PC. So for minimal, I would go
with 4 hours for maximum, I will go with 12 hours and most likely it
will be 8 hours. Then online multiplayer. Connecting in online multiplayer might take a bit
more time because we need to make sure
that we connect it from different devices, from
different accounts. For this one, I
will go with eight, 16 and most likely 12 hours. Then connection.
To host the game, I need one person to create the game and other
people to try to join. This is pretty
simple task 1 hour, 2 hours, most likely 2 hours. Oh, joint game. I
have a mistake here. Let's make it a bit bigger. Maybe it's better
for visibility. Joint game, if I want to test different joints from
different type of join, so I would go with the
same one, two, two. And friend game is
pretty the same. Most of the level interactions, again, will be covered
in game modes, but we still need to test some interactions like collisions between
different players. Also, there is a text
messages that you can send, so I would go with 2 hours, 4 hours, and most likely
it will be 4 hours. Okay, now we have numbers. Let's get some total
number for these areas. So simple formula. And spread it across. For final number, based on
the three point estimation, there is a special formula, which is best case plus four
multiplied by worst case, plus most likely and all
of these divided by six. We are applying
it to everything. Let's formatted the data. Number we don't need. We need only one number for now. Okay, let's cover for
the functional testing, so it will be 17. And let's spread it
here and also here. Okay, proceeding with
next movement testing. This is pretty simple task. Let's go with one, two, two interaction
with object, a key. Also, simple task 111, boxes 111, jumpers 111, and other the same. Now we're coming to game modes. This is the most complex part
of functionality testing. Because first of
all, we need to go through all the levels. We need to check all the
interactable objects there. We need to make sure that we can finish the level,
fail the level, and also puzzles look good, level art level
design looks good. We actually could even
make it more detailed in our VBS and
probably let's do it. This is normal practice when you think you
finished one task and then you have other ideas that can help you
estimate the project, so you can fix something later. Then for each of it, let's create some
additional areas. So let's an additional row. Actually, we need
a bit more rows. I reach sub level. We need to test pass fail. We need to test level. Let's call it level design. We need to test interactions, and we need to test
puzzles because every level is unique and
has some way to complete it. Now let's create the
same for every level. Okay. Then coming back to estimation, due to the fact that we have 12 levels and four sub levels, anything that we need to do, we need to multiply
by 12 and four. So basically, to
check pass fail, we need around 10
minutes per level, then we need to use
a formula here. We need to keep everything
in the format of hours, but some of the things
they take less than hour, so we need to translate
it in the hours as well. So for example, pass fail, check, going to
take us 10 minutes. So then the formula will be 1/6. We need to do this
for four sublevels. We multiply it by four
and for 12 levels. So in the end, we have 8 hours. Then let's just use the formula and worst case we
need 20 minutes, and most likely it
will be 15 minutes. For web design, it might take in best case scenario
half an hour per, I worst case scenario 1 hour per level. Let's do the same. Let's just copy our formulas. And then just change the number. Half an hour is three by six
and 1 hour is six by six. Best case I will go with
1 hour in best case also. I believe interactions will
take the same amount of time as a AOD test and the
same for puzzle logic. Sprung the formula. Okay, endless, we have four
levels for endless mode, meaning that all the estimates should be multiplied by four. So for pass fail, I
would go with 1 hour, then after multiplying four, eight, and best case, six, LAODO hour per level
multiplied by four is four, eight, and I believe
eight is more likely. Interactions, 2 hours
per interaction, then eight or case 16, 12. Puzzle logic for endless
mode is more simple. I'll go with two, four, four, and we're left with bottle
and in my assumption, the estimate will be exactly the same as for endless mode. And now we have the final number for functionality testing. Then let's proceed
for the next UI. Main menu UI, 2
hours of testing, best case, for worst case. Okay, let's go with eight
because maybe there's more than six in game
UI testing, two, six, Four, setting is option and
options is a pretty big task. You need to check every setting, every option and see how
it affects the game. I'll go with 24 48 and
best case probably 32. Let's get the formula
prolonged. Moving on. Music, there's not
much of a music. So I'd go with four, eight, six, and aufix
there is even less. There is a affix for
some basic things, and most of them will be covered during testing of game modes. So we just need to
make sure that there are unique suffix
per unique actions. Two, four, four visual effects. Same as a suffix,
two, four, four. And graphic testing, this is
pretty big one because we have ability to
play the game on PC on different
resolutions on mobile. So graphic is
something that would require at least two
days of testing. So it's 16, 24, and best case is 20. FPS testing. This will
be happening naturally. You need to do some special
performance testing sometimes and plan
these activities, so I would go with 16, 24, 20 testing should happen
a few times, so it's 244. Usage is the same. And network Qutenc happens also naturally while
testing other stuff, but sometimes you need to set some activities and use
some tools to check it. So I would go with
some big number because this is also
multiplayer game, and network quotenc
is important stuff. So I would go with 12, 24, and maybe 16 here. Compatibility testing. We have a lot of
different platforms. It will be 16, 24, 20, we have a lot of devices. 24, maybe 48 in
operating systems, we don't have that many,
so it's 412, eight. The forma doesn't work. Okay. Now looks better.
Language support for 86. Vocalization UI requires a lot of testing on different devices. It will be happening naturally also by testing other modes, but still you need to pay a
lot of attention to this. So let's go with 24 hours 48, and the best case will be 32. Cultural sensitivity
is not a big task. And we're left with activities. Activities are usually
happening from time to time. For example, regression testing, you need to do it after
some changes to the system, integration testing after
some new features were done and compatibility
regression testing as well, you need to do it after
some bugs were fixed. So we will plan just a
big amount of time there, and then we will spread them equally between the
different milestones. So for example, regression
testing is 48 hours up to 60. So let's say 56
integration testing, 24, 40 36 and compatibility,
24, 40 36. Okay. Now, let's add
some formulas here. I'll probably skip it, so it looks faster
for you not to wait. So we have all the numbers. Now, let's get our
total final number. We need to get it
from the column. We need all this number
and we need to divide it by two because we
wrote it two times. And here's our estimate
for the project. In hours. If we want to split
it into days, then we need to take it and
divide by 8 hours a day. And for weeks, we need
to take this number and divide to 40
hours because it's usually 40 hours a
week working time. Form number So this
is our final numbers. To fully cover the entire
project, pick a park, we need 80 working
days or 16 weeks. Just want to mention that
this is pretty fast estimate. If you're a Q elite, you usually need to be more precise and go deeper
into requirements and into the game and
content and expectations into the design to provide
more accurate numbers. These numbers are based
on just a quick look, so they might be
not that accurate, but I'm trying just
to provide you a small overview of the
process in general.
11. Project preparation. Planning: After we created the estimate, let's talk about planning a bit. Planning is a crucial
aspect of game testing, and it helps teams to
organize their efforts, allocate resources
effectively, and manage risks. Effective planning ensures that testing activities
are well coordinated, deadlines are met, and stakeholders are informed
of project progress. By investing time in planning, teams can minimize
uncertainties and maximize the chances
of project success. In this chapter, let's check the benefits of
the efficient planning. There are several key steps
that are present in planning. First of all, you define the testing
objectives and scope. We did it by creating requirements and
creating VBS structure. The next step is identifying
resources and constraints, then creating detailed
schedules and timelines. Step four is establishing
communication channels, and step five is defining
growth and responsibilities. Creating a testing
schedule involves translating the
estimated testing effort into detailed timeline that outlines when each testing
activity will be performed. While creating a timeline, you need to take into
consideration a few factors. First of all, is
resource availability. Depending from
company to company, from project to
project, there are always different
composition of the team. The team, we mean how
many junior testers you have, middle,
senior testers. Is there one person
available or more? Is it the company that
gives you an amount of resources or it's up to
you to find the resources? So this is something that
you need to take into consideration while
creating a timeline. Second one is estimation
that refers to amount of time you need to test the game to its completion, then dependencies between tasks. This is something obvious, but sometimes you need to understand that
some tasks cannot be done unless another task
is completed and vice versa. The last one is
project constraints. For example, if it is
a multiplayer project, it is not possible for
one person to cover it. Let's move to a creation of testing schedule and timeline
for Pico Park project.
12. Project preparation. Resource allocation: Start creating a
resource planner, we need to have an
information from the development team about
project constraints. For example, deadlines and
dates of main deliveries. Usually, it is shared
with the QA team in advance for them to be able
to create proper planning. Let's imagine that this
is a plan shared with us by the development team for Pico Park. What do we have here? We have April, May, June, three months
of development. And the main dates are pre
Alpha, April 19, Alpha, May 10, Beta, June 14, and Goden June 28. So we'll be working
around these dates. First, let's create
a resource planner. Let's create additional
comb to the left. We will be using this comb
for different namings. Okay. Resource
one, resource two. Let's move it a bit,
so it looks better. To create resource allocation, we need to take a look at our
expected amount of hours. We have 640. So let's put it somewhere Okay. Now, let's create
some allocation. And create some counters
for our convenience. We'll be using formula. The formula will be here
we place one person, then it adds 8 hours
because this is usual amount of hours spent
per one day per one person. If none, then zero. Okay. Let's do it
for entire duration. And also at total sum. Usual forma. Let's
check if it works. One here, one here, one here. Yeah, it seems to be working. Let's assign resources
to different timelines. For pre Alpha, I would like to have probably one tester at the end just to make sure that the project meets the expected
criteria for pre Alpha. Then starting from Alpha, I would like to have one
resource available all the time. Basically, I would
like to prolong one resource to the duration
of the project and then see how much room we
have for second resource and if there is a need
for even more resources. So in total, we have 440 hours. So we have additional $200 for second resource allocation. I would like to start from
the end because it is good to have more people near the
release of the project. So I will go here This gives me 512 and
then more towards Beta. Okay, 40 hours, so I
have one more week. In this case, we have 640. And with this resource planner, we will be able to allocate additional resource three
weeks before beta delivery.
13. Project preparation. Timeline creation: Went ahead and copied our estimate into
the timeline sheet, so it is easier for us
to create a planning. Just wanted to
mention that usually you create it when you have
a sync with production, and they share their
production timeline with you. So you know when
feature is ready to be tested and how to plan
your activities better. This time, we don't
have production team, so I will be just trying to use best practices
in timeline creation. There is no need to create
very detailed planning. Usually, not all
things go as planned, and you adapt in the process. But creating timeline
at the start just gives you at least an idea how you
plan to execute the project. And then you just do minor
adjustment in the process. So let's start. We are going to start in pre Alpha one week. Apple will be testing something
that should be present, basic interactions and movement. 2 hours and 4 hours
it's 6 hours, so it should take
at least one day. Plus we give 2 hours to set
up everything for the tester. In this case, we have general
mechanic full covered and some basic stuff
that should be also present in the menu. We don't expect any
audio in the pre Alpha, any visuals, performance,
compatibility, vocalization. So in general, we'll be doing some integration
testing just to see how different system
interact with other systems. Then we slowly move into Alpha. The Alpha is a time when prototypes of features
starting to appear. So I would like to spend
some time testing world, maybe three days one day
of ends one day of battle. There might appear
some first options. So let's spend some time here. We don't expect any
visual performance and audio in Alpha at all, but we do expect to have at least some working
platforms and some devices. And we're starting the
final week of Alpha. In the final week,
there might be already some multiplayer
testing expected. So I would go with one day of local multiplayer day off and one multiplayer and one
day off every mode. Of course, you can test
three modes every day. We're just trying to drawize the main plan for us in general. After Alpha is over,
I would like to do some regression testing
just to cover the build. So I would go with three days of regression and a bit of
compatibility regression. Let's set a small formula
for easier calculation. So for this one, we
need this number minus sum of Centio Good. Then we don't need
general numbers here, and we need to make sure
that it has numbers. This is just one day of work, so it's just one number here. And here we need just
a sum of everything. And if it's near zero, then we did a good job. Okay, mooing back,
second week of Beta. Let's test a bit of a
content here, here. Okay. Okay. Okay. Then now we have
two people available. Let's have some
multiplayer testing here. Still, we do test content. Then second day, it would be nice to test some
settings and options. And some graphics testing. Maybe even two days and also we would do some
performance testing. But we also can start
compatibility tests. These are three of them. We have one here and two here. We are two weeks
till Beta is done. Let's do a bit of
vocalization testing. And some compatibility to it. We need to check music
and also visual effects. We can leave as affix
and fix to golden stage, t's mark it not to forget. When are we hitting gold here? So it will be just let's
put four and four. And we need to test
music during Beta, so it's going to happen earlier. Then we need to test memory usage network
latency during Beta. It will be like this to
here and for and four here. Good. And the last week of beta, we need to test a
lot of content. We need to do a
regression first to make sure that a lot of
changes had no effect. Let's put some regression
testing first. Then then we have
content testing. Let's not forget
about multiplayer. So let's spend some time here. Then just finish everything. It here. Then let's do some settings, testing. We still have some time left
from compatibility testing. And vocalization, of course. Is it 80 hours? Yes. The last week, we still have a lot of regression
testing, which is good. We'll do it last days, so we need to finish
with world and battle. We even can spend
one more day testing and the rest is regression. How many more days I have? One more day. I would go with Let's check if
nothing is missed. We have 40 hours here, 40 here, 40 here. Good. Good. So there is one more
day that we can add, and we have compatibility
regression testing, not fully used, vocalization
and some other small things. I would rather spend
more time doing compatibility
regression testing just to make sure that all
platforms for good. So during this week, we can find a way where there's only one person used
and add another. Okay, 80 and 80. Now we're left with 12 hours,
which is totally fine. It will be still used
during the testing period, and now we have a
general timeline. It will be changed a lot during the execution
of the process, and that's pretty natural.
That's normal thing. We just need to make
sure that we have at least a plan
for ourselves and the ability to cover
all main things that we need and to place them during
the most relevant time. So now we have our timeline, and let's move to
the next topic.
14. Project preparation. Test Plan: Now let's take a look at another very important
element, test plan. A test plan is a document
that outlines the approach, scope, resources, and
schedule for testing a game. It serves as a roadmap
for testing effort, providing guidance
to the testing team on how testing
will be conducted, what will be tested, and when testing activities
will take place. Let's take a closer
look at the elements. First, it's approach
that describes the method and techniques
for testing the game. Then scope that defines what will be covered in
the testing process. Then resources that
covers all the tools, equipment and personnel
needed for testing and schedule that
outlines the timeline for testing activities
and milestones. Let's take a look at all of the components of the test plan. We're each serving
a specific purpose in guiding the testing effort. The components are
test pan introduction, objectives, scope,
approach, resources, schedule, risk and mitigation
strategies, assumptions, and dependencies, test
deliverables, and exit criteria. Let's take a closer
look at each of them. Testpan introduction gives us a brief overview of the
game being texted, purpose, and scope of the test plan, and it also provides an identification of
stakeholders and contacts. Then we have clear and
measurable testing objectives and alignment with the project
goals and requirements. Then we have scope, and it defines what
will be tested and what will not be tested
as a part of testing effort. We have three main points. It's inclusion and exclusion
of testing, features, functionalities and
platforms to be tested, and boundary conditions
and limitations. Then we have approach
that consists of testing methodologies
and techniques to be used, test levels, and test types. Then we have testing team
composition and rows, tools and technologies
required for testing and testing environment
setup and configuration. Then we have a schedule that consists of timeline
for testing activities, milestones and deliverables and dependencies and critical paths. Also, we include risks and
mitigation strategies that consist of identification of potential risks and challenges, mitigation strategies
to address risks and contingency plans for
handling unforeseen events. Then we also have to
include assumptions and dependencies that consist
of internal dependencies, external factors
and dependencies, and communication plan for
managing dependencies. Also, we have to outline
test deliverables. It is a list of
test deliverables, test cases, the scripts,
test reports, format, and structure of
test deliverables, and distribution
and review process for test deliverables. And then we have exit criteria. That's conditions that
must be met to conclude testing and sign off process
for concluding testing. And now let's move to the creation of Test
pan for our game.
15. Project preparation. Test Plan creation: Already created a small template and placed here main elements. So let's start popuating
it with a content. And we're starting with the
test plan introduction, and here we have game overview. Let's put here an aio of our game that we
will be testing. Something like Pio park is a cooperative
multiplayer puzzle game where player must
work together to overcome various challenges
and reach the goal. Now, let's put here the purpose
and the scope of testing. We're just pacing here
that the main purpose of this test plan is to ensure that Pico park meets
quality standards, functionality requirements, and user expectations
at the release stage. And for the scope
of the testing, we named that we need
to cover everything that we placed in
the VBS structure. So let's simplify it
a bit and just say that the scope covers all work pages listed in the VBS for all platforms
listed in requirements. Seems like it's got bigger. The last one is identification
of stakeholders. The main stakeholders
of the project are the people that are
interested in its success. For us, it might be the
producer of the project. Headquarters development lead to communicate with him
about the issues and the problems and
release management. Usually the mesa coders are the people that you work with, and they are mostly interested in the result of your work. You might also be
able to provide here more detailed
information like names, positions, and ways
to contact them. Moving on to objectives and let's place here main
objectives of the testing. First of all, we need to
validate gameplay mechanics. An important thing
is multiplayer. So we need to verify multiplayer functionality for both vocal and online modes. Then we're coming
to compatibility. So we need to ensure compatibility across
different platforms. And one of our objective is to complete all
prepared test cases. And also, we need
to make sure that all project
requirements are met. Okay. Moving to scope.
Basically, we defined all the scope that
we are planning to test in our WBS structure. So let's just list
everything here. Okay. Moving on. Approach. For methods, we'll be using black book. And also, we can try to use gray box and have an ability to test
something in the engine. Then for testing levels. We are going to start
with integration, then system and also acceptance. For test types, we'll be using functional non
functional testing as well as more detail will
be using compatibility, testing, performance,
testing, usability, and also exploratory testing. Then for sources. Team. On the peak, we'll be
having two testers, and team composition is another topic that we
will be discussing. But in general, they can be middle and junior
level for tools. Let's make it more beautiful. FTs, we'll be using
Jira for testing. Test rail, for example, and maybe one of the engines. For example, it's Unity. Oh, I forgot to mention
regression testing. For environment, we need PC consoles and mobile devices, Nintendo, which will be
included in consoles. For operating systems,
we'll be using Windows IOS and
Android for browsers, Chrome, Firefox,
and Safari and for network 11 and mobile network. Okay. Moving on. For schedule, we already created a
timeline for schedule, according to the timeline
that we created already. We're gonna get Alpha Alpha, Beta, and release. For Pre Alpha, it's April 19 Alpha is May 10. Data is June 14, and release is June 24. For risk, let's name something
that comes to our mind. I expect some issues
to happen with compatibility testing because
it's a big technical lift. So I would go with
technical issues might appear during
compatibility testing. For a mitigation, first
thing that comes to my mind is to define if it's project related issue or
platform related issue, and if we need support
from regional company. Issues are platform
or project specific. In this case,
developers will have more information and
ability to fix the issue. Okay, let's have some
assumptions and dependencies. So usually we assume
that developers complete all the planar features and functionalities according to
the requirements and design. And then we also assume that
the environment is properly configured and has all necessary hardware software and
network configurations. And let's have some
dependencies as well. The one of the biggest
dependencies is resolution of the
defects because having bugs not being fixed
or blocking issues present in the build might
affect testing and planning. Going to the test deliverables. The main our deliverables
are test plan, the outline of testing approach strategies
and methodologies. Then we have test cases. Detail test cases that are
covering all the scenarios. Then we have defect reports. We will be documenting
all identified defects. Test summary report. This is a summary report that outlines the overall
test results. And probably and
that's all for now. And the last one
is exit criteria. What do we expect
from our testing? First of all, we expect
100 of test cases covered. Then we expect the
successful completion of substance criteria
for each milestone. And the worst one is that Final product has
no major issues. And defect resolution
rate is around 95%. So this is basic creation
of test plan for a game. It is important to do it to have full visibility and
overall picture of the project execution. Some companies make
it more detailed. Some companies don't
use it at all, but it is good to know
some basic stuff and the ways how to create
it. So let's move on.
16. Documentation. Reports: We are moving to
our next chapter that is called
documentation preparation. It is a part of KL's role
to prepare a template and to organize a proper documentation flow
on the project. In the first part,
we're going to talk about K reports
and templates. We will explore
the importance of K reports in the
development life cycle, different types of KA reports, and templates that are commonly used for
documenting QA activities. QR reports play a
crucial role in the software development
life cycle by providing valuable insights into the quality of the product. These reports serve as a
means of communication between the QA team development
team and stakeholders, helping to identify
issues, track progress, and make informed decisions throughout the
development process. K reports play a crucial
role in providing valuable insights into software quality and guiding
decision making process. Thise reports serve as compasses to steer the course of
the project development, ensuring that quality
standards are met and maintained throughout
the software life cycle. There are several
types of QA reports commonly used in software
development projects. This includes test
summary reports that provide a concise
overview of test results. Then defect reports that are used for identification
and tracking of software issues
and status reports that provide visibility on current project progress
and performance. Let's take a more detailed
look into each of them. Test summary reports
provide an overview of testing activities
conducted during a specific phase or
cycle of the project. There are main elements
such as test objectives, test coverage, test results,
and recommendations. Then we have defect reports. By leveraging defect reports, teams can seamlessly track
and address defects, enhancing collaboration, and ensuring efficient
defect resolution process. Defect reports provide a comprehensive overview
of each defect, including its unique
identifier description, severity, priority,
and current status. This is basically the main
report of every QA tester. Moving to status report, they provide updates on the
progress of the project, including milestones achieved, challenges encountered
and action item spending. Status reports fosters
transparency, communication, and alignment across teams
for timely project delivery. Status reports serve as a means to keep stakeholders
and decision makers updated on the project
current status and any potential issues
affecting its progress. Why it is important to have the same standards across all
reports in the same team. Basically, by embracing
standardized templates, teams can align their
reporting standards, enhancing collaboration
and ensuring a seamless flow of
information within projects. In simple words, every
time you receive a report, you already know how to use it and where to find the information that
you currently need. Let's create Test summary
report template for Pico Park.
17. Documentation. Report Template: Easiest way to create a
template is to use Google Docs. Let's just create a new tab. Let's call it a
test summary report and start creating a template. Let's make all borders white, to be able to draw new borders. Let's just create
the outer border, something like
this for the start and everything will
be created inside. We just do we create
a place for a name. This is our test,
summary report. We center it now below, we want to have a date, start date, and end date. Something like this. On the other side, some
additional important information like executor and build number. Now, let's move to sections. Our first section is summary. Center it and we just
leave some space for it. We merge it horizontally to be able to put some main points. Then we are adding next section. The next section
is testing scope, also centering it
and leaving a place for main points. Done. Then moving on to
our next section, which is testing results. Okay. Since we need more
space, we can deal with water. For testing results, we are going to have two main sections, test cases and bugs. In this section, we
just want to add some visual representation
of our test results. For test cases, we
want to understand how many of the test
cases were passed then failed that are still to do because maybe
we didn't manage to finish. How many are still in progress. And how many of them
we could not test. We put it as CNT. We couldn't test them due to
different reasons. The easiest example
is that maybe we had to test eight
people multiplayer, but we didn't manage to find
eight people this time, and we only had seven people. So in general, we tested
1-7, but not eight. Then we have some numbers
here let's put something, for example, for now, just to see if our formulas
will be working correctly. 024. Now let's add some space here. Now, let's at a diagram
here. We choose this. Let's start with this and
then we go to search chart. I personally like
Don Style more. Now we have this
add label label. Here is our label. Okay. And let's play
with customization. We have background color.
We have border color. I prefer not to have it. Then everything here looks okay. Pass. Let's change some coloring because usually
pass is more green, filed is more red. To do is gray. In progress is orange and could not test,
let it be purple. Let's change style
of legend a bit, let it be on the left, and
let's add some value on it. I lab value. Looking good. Moving it here,
arranging a Good. Now let's do the
same four bucks. Let's just copy paste it here and change it
based by severity. Critical. High. Pre medium W west. It can be changed depending
on the project and setup. Critical ten, hyprio 20, medium, five, the lowest. This is just for an example. Then we can just copy paste
and change the settings. We have that arrange this is our new range, then we add a label to
it and value is here. Now let's play
with colors a bit. Critical is definitely red, hybriOange medium
medium is white, yellow, is green, and
the lowest is blue. Then let's move
to the next part, which is Sure. Summary of defects. We create space for it. But let's have some additional
elements here like ID, then summary severity and that line it a bit. Good. This is a basic
structure of our report, add some formatting to it. Min areas. Let's
make them dark gray. The name of a report can
be darker gray both. Making both. Then we have smaller areas. Let's make it white gray. Add some border here. Then we want to merge it horizontally and
add some borders inside on them be whiter. It's too white, let's make
it darker a bit. Same here. Good. This is a template
that we can save, share with the team,
and then use for any test pass we are
planning to have. Now, let's use an
example and fill it in.
18. Documentation. Report Creation: Have a test summary
report template, let's try to simulate
its creation. For example, we had
a multiplayer pass, now we want to
provide the report. So what we do, we
just duplicate it, and let's call it
TCR, multiplayer. This one will be our
template template, and it will be our
original template for all future passes. Let's imagine that we had a multiplayer test pass
that lasted two days. So it started on 18th of October and ended
on 20th of October. Man executor. This one, and build number change 25 data, 45, and sound 56. The way how build Number works is usually defined
by the project. We skip summary for now, summary is something that
we want to provide in the end when we have
all data available. What is our testing scope? The easiest way to see our
testing scope is to go to VBS and see what is included
in multiplayer testing pass. So first of all,
we'll be testing multiplayer connection
like host game, join game, and friend game, then dating of PA. Functionality for two
to eight players. Then we are planning to check all the interactions
in multiplayer. There also can be
some specific tests that you are planning to do. For example, we want to see
how disconnect is working. Okay, then we just do it
something that we don't need. Then we are moving
to our test cases. For example, we
have 40 test case passed 15 test case failed, zero to do, zero in progress because we finished a
pass and for example, five, we couldn't test. Now I can see that there is one missing element that
can be very beneficial. Let's dt here, and we need
to change formatting a bit. So we need to change
all borders and bring border back and
the samson is total. Let's do the same here. I will update this
later for the template. Let's have a sum here and
exclude it from the chart. Let's have the same here. And also exclude
it from the chart. Let's change color a bit
to differentiate it. And we can also add
another element. We can add a percentage
for each category. So then it is this
number divided by total. Okay. Let's do same here. Let's change formatting
to a percentage. And we don't need that many
numbers out there Dot. And again, we need to fix
the formatting. Good. Now we have some
visual representation for percentages for
different categories. Let's imagine that we had
a critical bug during our testing that when you have more than four
players in squad, the multiplayer doesn't work. This is a critical issue for us. Then we also had few
more high prio bugs, some medium bugs,
and few issues. In the end, we have 21 issues. Now we're moving to
the next section and this section is usually
created with the help of Jira. We didn't talk yet about Jira. I will put some placeholder
box here for now. From project to project,
it is different of how many bugs you want to highlight in the summary report. Usually, it is critical, high prio and medium box. Let's imagine that
on our project, we put only critical
and high prio issues. In general, it will
be looking like this. ID 01, ID 02, and ID 04. Usually, we put here a
link to the Jira ticket. And then it will be
looking like this. Then here we have summary
four box. We can put it here. It doesn't work when the party has more than four
players sever it is critical and the status usually represents
if at the moment of the creation of the report any work on the issue
started or not. In our case, it's most likely the work is
already in progress. We do some formatting here. Critical. Let's
change it to red. And status and progress
usually is how I to yo. Then we have a few
more high PEO box. I don't want to take time now and to come up
with a summary, so it's summary one Summary two and summary three high prio do and prio is orange. Then this is extra for
us. Let's just delete it. Fix formatting again. The summary section is the first thing the coviders
will be looking at. So we want to put here the most important
things and findings. For us, the most
important thing is that multiplayer feature is not functional when there are
more than four players. So we just can start with it. And we also can add a link to the jury ticket so everyone
can track the progress. Let's imagine it is a link. Then the next
important information is that there are three
more high priority issues. So let's just put some
short information about it. And we also add links. Then let's add some
general information about the feature itself. In general, multiplayer
feature is functional, so we can elaborate more. Pass rate is 67%. And also some information
about quality. There are 21 box reported. As this is a
simulated pass and we don't have more detailed
information for now, I think we're okay with this
current state of the report. So we're doing this rows. We can do some formatting
making bold, and green. This green is to
white, dark green. And after everything
is completed, we either just copy paste everything and put it in
the email or save it as Perdev and send it to all the stakeholders through communication channel that
was established previously. There also might be
different sections, different parts,
and different ways of putting all the
information together. I just showed you the
simplest way to make sure to provide the valuable
information to the stakeholders, provide some insights and general state of the
feature that was tested. Making sure all the team members are using the same
template makes communication more
efficient because if you receive the same
type of the report, you know where the information that you are looking
for is located on it. Now, after everything
is done, let's move
19. Documentation. Severity and priority: As a team, we are closer and
closer to report our box. But before proceeding to this, we need to define
some important things like priority and severity
for reported box. In general, it is defined
by the theory of testing, but let's have some
unique guidelines for our project, the
team should follow. For this, let's create
additional tab in our document and call it severity and
priority guidelines. Now let's do some simple
formatting pretty quick. We do all Borders white. Then we want to have
severity section. And priority section. Let's start with severity. First of all, we're
expecting high severity, then we expect medium, severity. We expect low
severity and lowest. Okay, let's start
with high severity. What do we define
as high severity? First of all, it
should be feature that doesn't work. This
is pretty clear. Then we want to add some
real project timings. For example, we have feature
that partially works, but we have a release soon
and we need to test it. So we put here bugs that prevent QT from testing. Then we want to add some
different elements. Example, major sound issue, and major controls issue. And of course, any
crash or freeze. Good. Then moving to
the medium severity. It's do formatting
pretty quick. Okay. For medium severity, we need
to start with something that we see some major
graphical glitches. Then we have features that
partially don't work. And something that helps to
define the medium severity. This is a bug that affects user experience but doesn't
prevent the gameplay. Good. We delete something
that we don't need, and we're moving
to low severity. Low severity usually
define the bugs that have a minimal impact on the
gameplay or user experience. Usually, these bugs do not
require immediate action. The most common ones
are text errors, then some minor I issues, minor. Graphical glitches and some
minor performance issues. And we're moving to
the lowest severity. Lowest severity issues are
something that nice to fix, but they do not affect any of gameplay or user experience. Cosmetics very minor UI issue. The most common is suggestion. Suggestion is a very
interesting type of bug. Q usually provide
some suggestions, how they think they can improve the gameplay and use
their experience. And from time to
time, depending on the deadlines and how
busy the developers are, all the stakeholders
can sit together, go through all the suggestions, and fix or implement
some of them. But they go to the
lowest severity just because the game still works
as originally designed, and this is just a
way to improve it. Okay, let's just
copy our formatting, do it all the text, and what do we have here? Let's call this one severity. This one. And usually there are three
major priorities. First one is high, then we have medium, and then we have low. And for high severity and in
the high severity sections, we have bugs that need to
be addressed immediately to their critical impact on the game functionality
or user experience. Here are some examples. First of all, game crashes. They always are high priority. Then we have bugs that are preventing the game from lounge. Then we have the bugs that are preventing QT from testing. Then we have current
sprint issues. Why current sprint issues
have high priority? Because it was our plan to implement these
features, this sprint, and we're planning to show
the result to stakeholders, and we want them to see
that the functionality is working and they are
happy and everyone is happy. Medium and low
priority in general, mimics the severity sections, so we don't need to spend
much time defining it. We just copy paste
the same here. So we just copy it here. Let's add some color coding. And let's now talk about
something that is a all of this, which is critical issues. Let's add it on the
top of everything. This one is big and red. Which is put here
a guideline for all critical issues that are not affected by any
severity or priority. They are the most important bugs that should be treated
as soon as possible. First of all, we come back
to game crashes that happen immediately after boot are placed on the golden paths and prevent us from
completing the game. They are also known as
walk through bokers and any crashes that are present in the
game before the lease. The next section is for
data loss or corruption, including Save files, player
progression being lost, and in game items or currency disappearing
from player inventories. Then we have multiplayer issues where multiplayer doesn't work. For our game, it is
very crucial and important because it's one of selling points
and base mechanics. Then we have severe
performance issues. Also, we include any
security vulnerabilities. And the last one is
important for business when any of the selling
features are not working. Because in this case, we have a risk that company won't be able to sell the game, receive negative reviews, and the game won't
be profitable. Q should be cautious about
these features and make sure that production knows about any of the bugs that
happened to it. These are pretty
basic guidelines, but it is important that
every team member knows about it and they are guided by
it when reporting issues. Now let's move on to Jira.
20. Jira. Bug template: And we are moving to Jira part. Usually, when you
arrive to the project, the Jira is already present and they just create
an account for you. But let's imagine
that on our project, we have to set up
everything for ourself. So we just go to the usual Jira site
and press get it free. We put our email
and press sign up. It takes some time for
Jira to set up everything. We're choosing the most
popular template and Prest. It asks us to give
a project name. Let's call it Pico Park test. And let's choose that I'm a
little familiar with Jira. And at the current state, we have a full clear Jira, and we can start set up in it. First of all, let's
create a bug template. For this, we need to go
to project settings, then choose issue type, and we need to add issue type. This is a bug, and we press Add
Jira automatically adds main fields like
summary description, status, SME, label,
parent and reporter. Reporter is present in
height empty section, but we don't want
it to be empty, so let's move it back to
usual context fields. Let's move it closer to SNE for them to be
near each other, and I don't think that we need parent so we just remove it. Now, we also want to
add some context fields that going to help us in
organizing the project. So first of all, I need to start with severity
and priority. So I go to create Field
section and choose dropdown. So I code severity
and I have options critical high, medium, and lowest. I said medium as default. This is a required field, and we move it under reporter. We do the same for priority. The options are high,
medium and low. Then we also need some important elements
like steps to reproduce, so we choose text, and we call it steps to reproduce and make
it also required. Also, the good thing is
to have build number. We move it in the end as
it is not so important. Also, for better tracking, let's add additional
field code component. It is a drop down
section and in options, we want to list all of
the areas of our game, such as functionality,
then UI sound performance visual compatibility and vocalization. We mode down a bit under
the priority section. Now we save our changes. Now I see that actually steps to reproduce should be
a paragraph type. So we remove it and add again. Now, it's done. Let's go back to project and try to
create our first bug. We press Create button. We have this window appeared, and we start with Sam. Party consists of eight players. We go to step to reproduce, first step is to
put the title on Build go to
multiplayer host game, wait for seven players
to join press start. Okay. I description, we give some additional
information multi player. I doesn't work when there are
eight people in the party, it works for one
to seven players. In SINE, we put either our manager or
responsible developer. I'm the reporter and our severity is critical because we have
release in one week, and we put it as high priority per component
which is functionality, label field. For now,
we don't need it. Build number, for example, change x, then data, then sound. So this is our build number. We put any attachments
that we have, like videos or
screenshots, maybe ox. If there is a task to
create multiplayer, then we might link it, but in our case,
we don't link it. And we have this ability
to *** it to make sure that everyone
understands that this is important bug and
we press Create. And we see that our first
bug appeared on our board.
21. Jira. Status and Filters: Try to change the configuration
of our board a bit. For this, I've added
some placeholder bugs, so it's visually easier for us. What we need to do first,
we go back to settings, issue types, bug, and
we edit a workflow. I think at this
stage of the career, everyone is pretty aware of
the life cycle looks like. So we just need to add
the statuses to Jira. So we need new in
progress status, we're going to call
it que review. And we need the status for all the box that were
fixed and needs QA test. After the test, we
might reject the fix, so the developer
needs to do it again. So we add QA rejected status. And also, sometimes
either developer or QA needs more info. So we add additional
status that is called need more info. Then we press update
the workflow. And now we have the
updated columns. Let's close move back to
project, let's see how it works. Okay, we need to
rearrange it a bit. We press configure board. We move done in the very
end in more info here. So we have to do in
progress in more info, Q rejected, K review, and done. Let's save our changes and
take a look how it works. Let's check if it
also works properly. Let's put some box in
different sections. Click on it and see that need
more info. Let's correct. This is K rejected, correct. And this is in review. Let's also check if
done works good. Yep. So our board seems
to be working. Now, let's create
some basic filters and start building
our dashboards. Simply, to create a filter, we need to press on the search. And put it to the list view. Do it this one, choose our
project pickupark type, bug. And that's all this is
our first filter that is called Pia park O Bx. If we want to use it for the dashboards and
the team to set, we need to change
it from private to group or organization
and choose all users. Then, this is our first filter. Let's also create
additional filter for all critical or flagged box. For this one, we simply
add additional attribute, which is called flagged. Now we have four box
that are flagged and we save as a copy for
it to be a new one. We call all flagged box. Now, you can see that we have two filters that we can use
to create our dartboard. In the process of
creation of dartboard, we might need
additional filters, so we will be creating
them in the process. And now let's proceed to the
first dartboard creation.
22. Jira. Dashboard creation: Now let's proceed to the
first dashboard creation. We press on dashboards, and we press Create Dashboard. Pico, park Main dashboard and we'll do the
same with the share. And it's done. This is
our first dashboard, and we need to
define what we want to see on it and why
do we even need it. I usually build dashboards. In the way they help
me to create reports. So I have all visual information that is already filtered for me. First of all, I want to see the visual list of all my books. So I just go with filter. Filter results. I choose all bugs, and I choose what I want to see. Issue type, bug, K, summary, priority, severity, and status. A to refresh, save. And I have my first widget. Let's call it Pico
Park visual list and green cover. Let's move it to the right. Then I want to see the box
split by different severities. I go to two dimensional
filter. I add it here. I choose box for Y xs. I want severity for
Xxs I want status. Let's have ten, save. And now we can see
the future for all the statuses and all
severities that we have. Let's rename it. Peco park box
sorted by severity. And I choose some
different color. Then I want to see all
my flagged issues. So I choose different
theater flagged issues. What I'm interested to
see is their status. And the priority to fix. Let's have more, and
let's see how it works. Let's tweak it a
bit, change places. Total and X to choose priority
and Y to choose status. Let's rename it of
five box by statuses. And let's make it red. This is our top pio. Let's also create a filter
for all unresolved box so we don't waste our time on something that is already
in a done status. Let's go to Filters. We go to all box and just add
and just choose resolution. And we choose all
unresolved box. We save filter as
a copy and we call all and we call it
all unresolved box. We save it, and let's go
back to our dashboard. Let's dt and also
add this filter. Which is two dimensional
or unresolved box. Let's choose component
and our severity. And let's see what
we have. Okay? Let's rename it.
Oh, unresolved box. By component. Good. Oh, let's make
yellow and move here. So let's take a quick look on the dashboard and
see what we have. First of all, we see all
fact bugs by their statuses. So we can see that some
of them are in progress, some of them were rejected, and some of them are
still to be done. Then we can see all
bugs by severity. So if we need to
create some filter, we can just press here
and add some details. For example, we need
all unresolved bugs. So we add resolution,
we press unresolved, and also we want to have some time measure
when it was created. So we go here,
press create time. And we can choose some ranges
and use it for reporting. Then we have just
a list of bags, and we can also filter it, for example, by severity. And we have the list of all unresolved bogs based
on their component. And we can see the
most critical box are present for compatibility
and functionality, and we can even click on
it and see what it is. Now, let's also add some
visual representation. So let's choose a pie chart and, for example, choose
unresolved box and component. It gives us this
beautiful filter to understand the split of box
between different components. Let's name it. A unresolved
box by component. Et's move to the bottom. And we can do the
same for severity. A unresolved box and
choose severity. We can see the 25%
critical high low ost. And let's also move it
to the bottom. Done? No, it's saved. So we have just main dashboard with
all the main information, including some visual
representation of our data. In general, dashboard
is very helpful too. I usually create a lot of different dashboards
for different passes, for different
components, and use them to see the status and
the health of the project. For example, when there is
a better validation period, I also usually create my special dashboard
dedicated to this process. We're not going to go
into details for now, but I think you've
got the main idea and the way how to create it. So with a bit of
imagination and practice, I believe you will
be able to create beautiful and useful
dartboard. And let's move on.
23. Testing. Milestones: Let go to our next topic and talk about text
execution processes. Let's talk about
important things such as milestones and QL's
role in its success. Milestone passes
play a crucial role in the project life cycle, marking key stages
of the progress and ensuring alignment
with project goals. In general, there
are two main things that are important for Q Elite. First one is checkpoint
oversight that ensures that project criteria are met before advancement at Milestone gates. Then it's testing supervision. As a Q Elite, you
need to oversee the testing activities to uphold quality standards
at Milestone passes. The important thing
about milestone is that after conducting testing
and milestone validations, it's easier for us to evaluate project status and
progression and make sure that everything is delivered in time and according to
quality standards. Having a milestone gaze
gives us an ability to have a structured approach for
assessing project development, guiding decisions on the project direction, and next steps. In simple words, after receiving the results of
milestone validation, the team can understand if they are moving in
the right direction. Let's do a brief run
through main milestones, and let's start with Alpha. The Alpha milestone marks a critical phase in the project, focusing on core feature
validation and early testing. Qa plays a vital role
during Alpha by ensuring initial functionality
and identifying critical defects for resolution. What are the expectations
from QA at Alpha stage? First of all, it's testing and validation of core
features functionalities. Then identification
and prioritization of critical defects
for resolution, making sure that
production knows about the most
critical issues first. And also to start the first collaborations with
development team, communicate with them
and make sure they understand all the
priorities set by QA. And let's talk about
the responsibilities of QED during this milestone. First of all, it's test planning before the start of
Alpha milestone, QLID make sure that he
has an understanding of expected functionality
and features and creates a validation plan. Another important thing is
understanding of the coverage. QED makes sure that he
has all the updates from development team about
what features were planned and implemented
for Alpha stage, what should be tested,
and what should not. And then QED creates a list of features to cover and
shares it with the team. And of course, another
important responsibility is communication
with stakeholders. It can be done through charts, calls or emails and reports because the main
thing is to make sure that other stakeholders have
the full transparency aligned on the goals and
understand the current state. Now let's talk about
Beta Milestone. In general, Beta Milestone should be content complete
and feature complete, and the game should be
near the final stage. What are the main
expectations from QA? First of all, Team should plan the regular regression testing to ensure the stability
of the build. Then Katam is making sure that all content and all features are completed and integrated. And also team performs monitoring of performance
metrics and is trying to identify the areas for optimization
because at Beta stage, performance is very important and the game should
run without crashes, spikes or FPS drops. Let's see what are
the expectation from KElite at Beta stage. First of all, it's
a coordination of all the activities and resources
because at this moment, the production might
have closed beta, open beta, and they will be using different buds for
all these activities, and it's up to QElite to split the resources in
the most efficient way. Another important thing
is prioritization. The game has a lot
of content already, all the features integrated, there will be a lot of box, and it's up to Q Elite
to prioritize them. Also, there might be feedback
received from conducting other activities like open
Beta and closed beta. So Q Elite needs to make sure that it aligns with
project goals, filter it, and share
it with stakeholders. And the very important
part is reporting. We need to make sure
that we prepare comprehensive test reports, project readiness assignments, and share it with all
the stakeholders. And now we're at the master milestone that signifies the final stage
before production release, where all critical
features are verified, defects resolved, and
production readiness validated. What do we expect from QA
team at this milestone? Verification that all features and functionalities are meeting specifications and don't have any bugs that are preventing
the game from the release. The team confirms that all
the bugs that were reported previously are resolved and
the product is polished. And then Team performs
the final validation, going through all the
content of the game to ensure that product is
ready for the release. Now, back to
responsibilities of QA. First of all, we manage the
final testing activities, making sure that
nothing was missed, the full game was tested, and everything was completed. It happens very often
that at final stage, the game still has some
unresolved issues, so Keld needs to
collaborate with all the stakeholders to make
sure they are aware of it, and there are decisions
made either to postpone release and fix the issues or release it and fix it later. Also, this is the time to raise your concerns about the state of the quality to all
the stakeholders. And also, we need to prepare final test reports and readiness assessment for
the project conclusion. So as a conclusion, there are a few things that are very
important at every stage. First of all, is
understanding of the scope and preparation
of the testing coverage, and then making sure that all the stakeholders are aware of the state
of the quality, able to understand your reports, and are aware of any
issues that are present.
24. Testing. Milestones: Create some basic milestone
criterias for our game. For this, let's
create a new tab, call it milestone criterias. And start populating
it with the data. Let's start with Alpha milestone and start with basic criteria. The first one is pretty basic that our game
doesn't crash or doesn't freeze. This
is pretty basic. Then two about our gameplay
main functionality and gameplay is present. But for Alpha, we don't expect all the features to be
integrated and implemented. So we add a small node
one per instance. What is the meaning of this? Let's go to our VBS
structure and see that the main features for
us are multiplayer, general mechanics
and game modes. We don't need all of
this to be working. We just need to make sure that one instance of each is working. We don't expect online
multiplayer and welcome multiplayer to be fully functional with eight players. We just need to make
sure that it is possible to play the game
in multiplayer mode. So we go here, multiplayer
functionality, local, then multiplayer
functionality online. Then we expect movement
to be working. Then one level per each mode. Then let's make
sure that we have some interactable objects
that are also implemented. And same one per instance. The main meaning of
it is that we have key boxes and jumpers as
main interactable objects, but we don't expect all of the keys on all the
levels to be working. We just need to make sure that general functionality
for one key is working. So we copy it here done. Then we simply go by
other functionalities. UI is functional. We also don't expect
the functionality. We just expect menus
to be functional. Then sound manager
is integrated. So at Alpha stage, we expect some sound to
be present in the game. Then we don't expect any
visual at Alpha stage, but we do expect
some performance. So at Alpha stage, we are hovering our target FPS. We don't expect it to be smooth, so there are no FPS drops. We owe 20. So we set
our target to 20 FPs. Then we don't expect any
compatibility to be integrated or vocalization and
activities is more for a Q. So this is our Alpha
milestone criteria. Let's just format it a bit. And let's add some
data validation there. So we answer the drop down
and we have two options. One is pass, another is fail. And we do the same
for sub criterias. We also can group it for better tracking and then
group this criteria.
25. Testing. Adding Criteria: The next thing, what
we need to do is to integrate our criteria
into our Jira project. We simply go to our project. Then we go to project settings, we find issue type bug, and we need to add any
field that is a drop down. Alpha criteria, validation, and we need to put here
all our criterias. And then we save it. Now
let's see how it works. So let's go to our board, try to create a new feature, and we have Alpha
criteria validation. So it works. The
next step is to add the widget to our
dashboard, let's edit, which is two dimensional filter, which is all unresolved
box because in general, everything that was fixed is
not so interesting for us. So for X, let's
choose status for X, and for Y, we choose Alpha criteria
validation. It appeared here. Number of result
ten, and we safe. For now, we can see
that we don't have any because we don't have
bogs that have this criteria. Let's rename it
COVID of validation. The change cover and what we need to do for
box to appear here, we need to update this
field in the box. So let's go to our project. For example, we have
UI window is empty. We come to APhA criteria and
we put UI isn't functional. And for example, it's let's put this
criteria here as well. Now let's check our dashboard. So now we can see that we
have bugs that are failing cover criteria
because the best case is when all of them are none. So let's imagine we finished
our Alpha validation, and now our dashboard
looks like this. So we still have two
criteria that are failed. We go to our report, we see
that UI is not functional, so we put fail here
and there are drops, we put fail here and there
are no other issues, meaning everything else is pass. So we just pass everything that's how our Alpha milestone
results will be working. Based on this,
we'll be preparing the report and sharing it
with other stakeholders. Now, let's prepare some basic
beta milestone criteria.
26. Testing. Beta and Golden Criteria: Much easier to prepare better milestone
criteria when we have VBS structure
because in general, we just need to
test entire game. So let's do this quickly. We have better milestone. So first criteria is the same. Second criteria is the same, but it's no more
one per instance. Then we expect Welcome
multiplayer to be fully functional
and wine multiplayer to be fully functional, then we expect movement then we expect world endless and
battle all the levels. Then we have interactable
objects are implemented. No more one per instance, then we have something that is pretty new
is content complete, meaning that all
assets are integrated. And no holders remaining. Then we have UIs
functional and for UI, we need all of the things. The next one is sound manager. It's no more integrated. Sound is integrated and functional and we
just copy everything. Then we have visuals. Are integrated and functional performance is stable. No FPS drops below 60. Then the next one is
compatibility is integrated. We had criteria and the last
one is about localization. Ization is integrated. Let's do some quick
formatting here. That's our basic Beta criteria. After the testing, it will be looking something like this. This will be pass. If
we have no crashes, this might be O
pass and then pass. This should be also O pass. There's some mistake
in the formatting. Okay. Content complete pass,
UI is functional. Maybe we have some bug with UI, so it will pass pass, but fail if there is one fail, that the criteria is
failed in general. Sound is integrated, visuals are integrated,
graphic testing fail, performance pass,
compatibility pass, and vocalization is pass. And after having
better criteria, you need to do the
same with Jira, go there, and at the new field, we won't be doing it
right now because it's exactly the same
as we did for Alpha. And for Golden Milestone, the criterias are
pretty the same because we check the
main functionality. What we can do is that we can actually copy paste
everything called Golden and add one
criteria which is called O M dishes are fixed. Basically, this one criteria
will be something that differs the state of the
game on Beta and on Golden. Just a few words
about the criterias. If you are working
in the big company, you probably already have the
criterias defined for you. So you just need to follow them. And if you are working
in a small company, so it's up to you to organize testing and milestone
path process. What is important is
to make sure that your team fully understands
your expectation and has a full
visibility on how you are planning to perform
milestone validation. These are just some
basic criteria that were working for
me my entire career. If you just create them for
yourself and follow them, the life will be
just easier for you. So that's all. Let's move on.
27. Testing. Prioritization: Finished creating the criteria and the testing now
is in progress, there are a few activities
that QLT is usually doing. Let's take a look
at some of them. And first one is prioritization. Prioritization is vital in
testing to optimize efforts, allocate resources
effectively, and mitigate risks impacting
project timeline. The development of the
game is not perfect, and sometimes we face situations where we don't have
enough time or people, so we need to allocate
them properly. So as a key elite, you take this responsibility on
yourself and make decisions. Prioritization allows teams
to focus on critical areas, enhancing testing efficiency,
reducing project delays, and ensuring quality deliverables
within set timelines. There are various techniques for prioritization
testing tasks exist, which is distance
approaches and criteria. Let's take a look
at some of them. First one is risk
based technique. The main idea is in identifying and addressing
high risk areas first. The next technique is
called impact based. The main idea is
prioritizing tasks based on their impact on critical
functionalities to improve outcomes. Another one is
called time based, and it is mostly based on
considering deadlines and delivery schedules
when prioritizing testing tasks for efficiency. The main idea of this technique is in ability of the QA lead to identify the most risky
areas and test them first. The identification can be
done based on on experience from previous projects on the analysis of the
current state of quality, meaning checking the area
that has the most bugs reported or after talking
with development team and asking them about how the development
is going and what they see as the most
difficult area to implement. The main idea of
this technique is that the prioritization
of risky areas and additional testing ensures
that high risk areas are thoroughly tested to
minimize potential failures, enhancing project success
and quality assurance. Let's check some
examples from Pico Park. And let's imagine
that after discussion with developers and
based on own experience, we identify two areas
that are the most risky. First one is online multiplayer. Multiplayer in games is always a risky area because it
requires having the server, stable connection,
and other details. Another area is compatibility, meaning that different platforms require different settings, and we identify this area as risky and expect a lot
of bugs to be there. So we need to test
it more thoroughly. Moving to the next technique, Impact based prioritization
technique mostly focuses on testing tasks based
on their impact on critical functionalities
or user scenarios. In simple words, we prioritize
testing of the areas that might have the biggest impact on user experience and
their expectations. And as a result, after making sure that we
tested all these areas, we increase the possibility
of the project success. Let's take a look
at some examples. And for the Pico Park, we have next example. First one is testing
system performance because crashes or pass drops might impact the user
experience a lot. Then the next one is, of course, walk
through evaluation. Walk through is the main thing, and if users have
blockers in their pass, it's not going to be
good for the project. And the last example
is connectivity check, making sure that
all the players can connect to the server
and play together, making sure that people can
play with their friends. Okay? Moving on. And the time based
prioritization technique is mostly using time
as a main base. In simple words, we are testing all the features based on our timeline and
development schedule. As we have our criteria
for different milestones and we have planned features to be developed
in the timelines, we're mostly focused on testing particular
features to make sure that the project is
still on track and all features received
enough testing time. The main examples
from Pickle Park are milestone testing as we perform validation at the
end of each milestone. The next one is sprint
content testing, meaning that for each sprint, the development
team has a plan of activity they plan to
implement and integrate, and we as a QA team are making sure that everything goes
according to the plan. The last one is the
coder activity testing. Sometimes in the
process of development, different people
want to make sure that some things
work or they want to have additional
build to be shown somewhere on some
promotion activity. They might ask elite to test some specific missions
or areas of the game. This is just a rough overview of the prioritization
and in real life, you will be facing a lot of scenarios where you
need to make decisions, what to test, and what to skip. I hope this can help you in understanding where you
should focus first.
28. Testing. Triage Meeting: Another important activity that is not always happening on the project is BC drag process
and stakeholder meetings. What is bug triage in general? It is a crucial process
in the development that helps to prioritize and
manage bugs efficiently. By assigning the right
priority to bugs, teams can ensure
the timely delivery of high quality products
to stakeholders. Let's see all the
elements of the process. First of all, we need
to test the game and identify all the bugs
that we're interested in. Then the team sits together, go through each and every
bug and set the severity and decide the impact of each bug to determine
its priority. The team can use
milestone criteria or any other type of criteria
depending on the situation. And as a last step, all the
trash bags are assigned to the property member or the team based on their
severity and priority. BAC triarch significantly
influences product quality, release timelines and
stakeholder satisfaction. Prioritizing and managing bugs effectively through triage
process contributes to a smoother development
cycle and ensures the high quality products
are delivered on time to Mr. Expectation. BG Trias is done through
stakeholder meeting. It is a platform
for decision making and alignment among
project stakeholders. These meetings
facilitate discussions on bug prioritization,
resolution strategies, and overall project progress, ensuring that stakeholders are informed and involved
in bug management. It is important to involve key project stakeholders
such as project owners, development teams, and
business representatives. By involving stakeholders
in back drag discussion, team gain valuable insights, qualify requirements, and
align on the priorities. Who should be present
on these meetings? Usually it's product
owners, project managers, developers, testers, and
other relevant stakeholders. It is either QE lead or project manager is the main facilitator of these meetings. During these meetings,
collaborative decision making
process take place to prioritize bugs efficiently and allocate resources
based on project needs. Stakeholders collaborate to
identify critical issues, evaluate their impact
on project goals, and collectively
determine the best course of action for bug resolution. This collaborative
approach ensures that bug drier
decision aligns with project objectives and
stakeholders expectations. Simple words, if you just
sit together in the meeting, go through the list of the box. For example, we have
ten bucks and define which ones are crucial to be
fixed as soon as possible. As the outcome, you'll be having something
like four bucks, high prio, three bucks, medium prio, three
bucks, low prio. All of the main people
understand what to treat first and what
are the next steps.
29. Testing. Environments: Let's move a bit and talk
about software environments. Probably you already
know something about it or faced it already
in your career, but let's talk about
it more in detail. What are the environments? They are dedicated
setups used for different stages of the
development life cycle. These environments replicate
the infrastructure and configurations
required for testing, validation, and deployment
of application. Let's go through some of the main environments that are present in game development. First one is
development environment where coding and
programming occur. Then we have testing
environment for software and game testing
and bug identification. Then we have staging environment for final
validation before release. Also, we can have UAT
environment where we place our product and give users access to check
their experience. And of course, we have
production or live environment where the final user
can play the game. Let's check them more in detail. So what is the
development environment? This environment is
needed to write code. This is the main branch where
developers create the game. Then different
developers integrate their change to ensure
compatibility and functionality. Also, we are able to test different components
in this environment. From time to time,
developers put their updates into the
testing environment branch. This is usually up to Quill to decide how often the
updates has to be done. I personally asked developers to update testing
environment twice a week. What's the main purpose? First of all, we do functional testing
in this environment. Also, we perform
integration testing, and we are trying to
test it like end users. After all the testing is done
on the testing environment, we push the updates
to stage environment. The staging environment
is crucial for validating everything before deployment to
the live environment. It mirrors production
settings and alls stakeholder to review and approve updates
before the release. Also some projects have user acceptance
testing environment. This is a place where end user
or client representatives validate the game against business requirements
and usability criteria. UAT feedback helps
ensure that the software aligns with the user expectations
prior to development. And the last one is
production environment. This is the final
destination of our project. These environments
do not appear from nowhere and are not standard
across all projects. The development team, together
with other stakeholders, need to set up and
configurate them properly. It requires careful planning and consideration of
project requirements. This involves provisioning hardware and software resources, configuring network settings, and deploying necessary
tools and applications. Managing and maintaining
software environments is an ongoing process that requires regular monitoring
and maintenance. This includes ensuring
stability and reliability, ensuring security
of environments, tracking changes and updates through version control and
configuration management, and fostering
collaboration between development QA and
operations team for effective
environment management. Real life, the process
is pretty simple. You have an environment where developers produce the game. As a Q elite, you come
to them and ask them to push everything to
testing environment. After that, you perform testing
and main bug reporting. When everything is done
and all bugs are fixed, the team pushes
everything to stage environment that replicates production environment
as much as possible. When the testing
is finished there, you just say go and
the game goes live.
30. Testing. General activities: Besides different
rules and events, you as a Q elite, also have to plan different testing activities
for your team. Testing activities
encompass a range of processes performed to validate
software functionality, access performance, and ensure quality throughout the
development life cycle. Each testing activity serves a specific purpose in
detecting defects, mitigating risks, and enhancing the overall user experience. Let's explore the K
testing activities and their optimal timing in
the development process. Functional testing
goes beyond simply verifying software against
specified requirements. It delves into ensuring that the core functionality aligns
with user expectations, covering gameplay mechanics, interactions, and progression. It is conducted during
development iterations and before major releases to ensure core functionality
meets requirements. Functional testing in Pico Park involve intricate checks
on gameplay mechanics, user interactions,
and level progress. Beyond checking new change, regression testing safeguards existing functionalities from
unintentional disruptions. By verifying
previously fixed bugs and core gameplay features, alongside testing compatibility
with various devices, this process maintains
system integrity and enhance user
experience reliability. It is conducted after
code changes or updates, including bug fixes,
feature enhancements, or system updates
before major releases. In development cycle, regression
testing not only ensures new changes do not impact existing functionalities
adversely, but also validates
the stability of core gameplay
features and address compatibility with
different devices. Performance testing evaluates the software's responsiveness, stability and scalability
under diverse condition, showcasing its reliability
under variant user watts. By simulating scenarios like server wat handling and
multiplayer performance, this phase ensures the
system's optimal functioning and scalability before release. Usually, it is conducted during the latter stages of development to evaluate system performance and scalability before release. Throughout performance testing, Pico Park undergoes
rigorous evaluations on several at handling
and multiplayer performance to assure
optimal responsiveness, stability, and scalability
across variant conditions. Usability testing
focuses on evaluating the ease of use and
overall user satisfaction. Through assessing
aspects like QR design, control responsiveness
and player feedback, this phase aim to optimize
the software interface for an intuitive and
satisfying user experience. It is conducted during the
later stages of development. Visibility testing in Pico Park involves in depth evaluation
of user interface design, control responsiveness
and player feedback. Security testing aims to identify vulnerabilities,
weaknesses, and potential security threats
within the software to safeguard sensitive data and
prevent unauthorized access. It is conducted throughout the development life
cycle with a focus on early identification
of vulnerabilities and continuous
security assessments. Compatibility testing
verifies that the software functions correctly across different devices, browsers, and platforms to deliver a consistent
user experience. It is conducted during the
latter stages of development. In Pico Park,
compatibility testing involves testing on
various operating system, devices, screen resolution,
and network configurations. And then the
exploratory testing. It involves ad hoc
testing techniques to explore the software
functionality, uncover defects, and access usability
issues in real time. It is conducted throughout the development life cycle with a focus on earlier
defect detection and continuous improvement.
31. Risk Management: Important area of responsibility for Kid is risk management. Let's dive deeper
into this matter. First of all, we need to
understand what is the risk. Risk is a potential event or circumstances that may
impact project objectives. So what is risk management? First of all, we need
to identify risks. It involves recognizing
potential risks that could affect project goals. Then we need to assess the risk. It means that we need to
evaluate the likehood and impact of identified risk through quality and
quantitative analysis. The next step is
risk mitigation. It means that we need to
implement strategies to reduce the impact of the risks on the project outcomes
to ensure success. And the last step is
continuous monitoring. It is ongoing survival
to track and manage risks effectively throughout
the project life cycle. Effective risk management begins with sorrow risk identification. Techniques like
brainstorming, reviews and data analysis help
uncover potential risks. In projects, potential
risks include resource constraints,
affecting project timelines, scope change leading
to requirements, ambiguities, and
technology dependencies impacting project delivery. Recognizing these risks early enables effective risk
management strategies. Then we move to risk assessment. Conducting risk assessment
is crucial in understanding the potential impact of identified risk on
project objectives. Methods like qualitative
and quantitative analysis help evaluate risks based on
their likehood and severity. Quality analysis
assess the likehood and impact of the
risk subjectively, while quantitative
analysis provide a more data driven approach by estimating probabilities
and severity levels. When we have all risks
identified and assessed, now it's time to
choose the strategy. Here are the main
types of the strategy. First one is avoidance, meaning that we are trying
to avoid the risk entirely, but not engaging in the
activities that possess the risk. Main example here is that
we might not want to add a new feature if we don't have enough
time to test it, and it might contain box. So it's better not
to add the feature, avoid the risk of having
additional issues. Another one is reduction. It means implementing
measures to decrease the likehood
or impact of the risk. Next one is transfer, shifting the risk
to another party, such as through insurance
or outsourcing. Same example goes here. If we don't have enough
time to test the feature, maybe we should hire additional
team to perform testing. And the last one is acceptance, when we choose to
accept the risk and its potential consequences without taking specific actions. In addition to risk management, we need to understand
the difference between project risks and product risks because
understanding the distinction between it is crucial for effective
risk management. Project risks are factors that may impact the
successful completion of a project while product risk are related to issues
affecting the quality, functionality, or usability
of the pino product. Let's take a deeper look
at the project risks. First one is scheduled delays. It is a potential delays in the project timeline,
impacting overall completion. Then budget overruns, meaning exceeding the allocated budget leading to financial strain. Then we have resource
constraints when we have limited availability of personnel or material
affecting project progress. Next one is scope risks
when project requirements extend beyond the initial scope due to changing
stakeholder expectations. And the last one is
external factors that are influences from outside the project teams control
impacting outcomes. Now, let's talk
about product risks. The first one is
functionality issues. They are the main
concerns related to the product's core
functions and features. Then is usability
challenges that are difficulties in using the product effectively
and intuitively. The next one is
performance bottlenecks. There are other issues hindering the products
bit and efficiency. And the last one is
security vulnerabilities, threats to the product data
protection and user privacy. Now let's implement small
risk tracker for our project.
32. Risk Management. Risk Log.: Create risk log for our project. For this one, we
are going back to our Excel and start
with main fields. First one is risk ID
because every risk needs to have its own
unique identifier. Then we have risk summary
or risk description. We want to know if it's a
product risk or project risk. So we have risk category, then we want to have
impact of the risk, like whoood and severity. After this, we need to choose the mitigation type and
mitigation strategy. And main things that
we also want to know is a contingency
plan, owner, and status. These are our main
categories that we would need to
have for every disk. Let's imagine a few
different risks that we based on our experience, foresee that might
happen in our project. So risk 001, risk 002. The first one and something that happens
almost all the time, that's a problem
with multiplayer. Let's imagine that
our multiplayer does not sing properly with all
eight players in the session. Then another problematic
area is compatibility. So let's imagine that our Game UI does not work
properly on mobile devices. Let's add some performance risk. Then let's imagine
that we might not have enough people in our
company to test the game. And let's choose the worst one. And this is also something
that usually happens. It's delays in implementing vocalization for
different languages. This is just a basic list of
things that come to my mind. Usually, when the
project starts, you as a key Eelite sit down and think of all possible
risks that might happen. Sometimes you do a branch
term with the team, maybe with the stakeholders. It usually depends on the
scale of the project. So let's fill the
information for each risk. Risk category. If it's
multiplayer functionality, this is product risk. Impact. Always. If it's something about gameplay and multiplayer, it's high impact. Whood of it to happen. It usually depends on the
expertise of the team. Let's imagine that we
have pretty good team. So this is medium likehood. Oh severity. Severity is critical. So mitigation type and
mitigation strategy. We cannot avoid this risk because we need
multiplayer functionality, and we cannot ignore it or
transfer to someone else. All we can do is to reduce the
probability or the impact. What can we do? We can conduct early multiplayer stress tests and also we can ensure server stability
with mock players. If nothing works, all we can propose is to delay multiplayer
launch if necessary, or limit session
size temporarily. The owner will be QA Elite, as he will be the main
person to know about this risk and to have all the
data as soon as possible. Status, let's keep it open, and let's move to another risk. Game I scaling improperly
on mobile version. This is also product risk. It has not that high impact, so let's go with medium. Like hood is pretty high
based on my experience, and severity is
also pretty high. For mitigation type,
this is the same story. We go with reduction and think
about mitigation strategy. The main thing here
is to try to cover as many devices as
possible on early stages. So what we need to do is to
test it on different devices. Also, we can use simulators to simulate all possible
combinations of phones. For contingency plan,
this is pretty the same. We can delay mobile release. The owner is most likely UI
let who needs to think about different ways to rescale
the UI and the status open. Let's move to decent FPS drops. Also product risk impact is high because performance
is always high. ICT is medium, and the
severity is critical. Same mitigation type, and let's think about
mitigation strategy. The best mitigation
strategy is to optimize graphics and well design
to make it less intense. Contingency plan is to reduce visual effects or textures
for low and devices. The responsible person is either main developer
or tech lead, and status is also open. Testing team is not able
to meet testing deadlines. This is project risk. Impact is medium,
HD is also medium, and severity is also medium. Reduction mitigation
type won't help here, so we are going to use transfer. If we won't be able to
meet the deadlines, we are going to ask for third
party testing services. For contingency plan,
we need to prioritize main activities for our team and give the rest to
the outsource team. Even due to the fact
that it all needs to be managed by Q Elite, in JIF, this is up to project
manager to get this additional team
and mitigate this risk. And it's motto our final risk, delays in implementing localization for
different languages. This is also project
risk impact is high, because some people might
not be able to play the game without their
preferred language. Why who you? Well? Because
usually we outsource all the languages to same people and they prepare
all the languages, but maybe something happened
and they don't have the specific language
and severe is medium. For mitigation type, we need to avoid this risk as
soon as possible. For the strategy, we need to
begin localization as early as possible or hire additional
localization partners. For contingency
plan, we might want the game in primary language first and adding
other post release. And the owner of this risk
is vocalization lead. For example, this
one be in progress. So this is the main idea of our risk and risk
mitigation strategies. Let's make it a bit
more beautiful. Good. Now we have all the things highlighted in the
red that are high, and this is our basic list of the project
risks. Let's move?
33. QA Team. Communication: Moving to the
communication part. Sometimes, I think
that communication is something that you train
throughout your entire life. But still, there are
some techniques that you can use to improve
collaboration inside your team. Effective communication
within the QA team is fundamental to the
success of QA processes, facilitating bug
reporting, death planning, and node sharing
among team members. By fostering clear
communication channels and promoting collaboration, teams can ensure productivity, reduce misunderstandings,
and achieve project goals. Effective communication leads to improved collaboration,
reduce misunderstandings, and enhance productivity
within the QA team, ultimately contributing
to the success of quality assurance project. There are a few key moments in fostering clear
communication, such as establishing
regularity meetings, define communication channels, and transparent
reporting practices. Here are a few examples of
clear communication practices. First one is stand up. It is a short daily meeting to align on tasks and
address issues. If you're in the office, you can gather the team around you, take a cup of coffee, and just discuss all
the main things. It also can be done
via online meetings. Another type of meeting
is retrospectives. It is a regular
review to reflect on progress and identify
improvements. Also, you can conduct
peer reviews. It is a feedback session to improve quality
and collaboration. Collaboration and
node sharing within the QATm are vital
for maximizing efficiency and maintaining
quality standards throughout the
project life cycle. Let's take a look at
some examples how to encourage the teamwork
for quality deliverables. You can try to use pair testing. It is a collaborative
testing method involving two and more testers
working together to enhance testing
efficiency and quality. Different people might have different opinions on
the way how to test the same feature as well
as working together with someone might bring
more joy to their work. You can set up knowledge
sharing sessions in your team. It is interactive sessions where team members share
their experience, best practices, and insight to enhance team
knowledge and skills. And also, don't forget about innovation by promoting
creativity and novel ideas within
the team to drive continuous improvement
and unique solutions. Let's talk about another type of communication that does not
include actual speaking. It's a transparency in
bug reporting because transparent bug
reporting is crucial within the QA team for
effective issue tracking, prioritization of fixes, and maintaining visibility
on project status. The main elements of transparent bug
reporting are keywords, clear summary, detailed
bug descriptions, clear step to reproduce, and timely updates
on bug status. By following these practices, you can provide more
collaboration inside the team and make sure everyone understands the current situation
on the project. Also K lead is included in a lot of different
other conversations. Let's take a look
at some examples. You'll be talking to
development team a lot. You need to maintain
regular communication with the development team to understand the status
of ongoing development, upcoming changes, and
potential areas of risk. Klits collaborate closely
with the developers to ensure the testing efforts align with development timelines
and priorities. Then you'll be talking a
lot to product management. You need to gain insights
into project requirements, user stories, and
feature priorities. Q Et participate in requirements
gathering sessions, clarify ambiguities
in requirements, and ensure that testing efforts adequately cover all
aspects of the product. Then, of course, you'll be interacting with
other QT members. You'll be providing guidance, support, and mentorship
to other QAT members. You'll be coordinating
testing activities, distribution of tasks, and
review tpan and test cases. Then K Elites communicate
with project stakeholders, including project
managers, clients, and business analysts to provide updates on
testing progress, report defects and issues, and address any concerns or questions related to
quality assurance. And in case where
external vendors or contractors are involved
in testing activities, K Elite serves as a
primary point of contact. They coordinate testing efforts, provide necessary
documentation guidelines, and ensure that external teams adhere to project standards
and requirements. Let's take a look at
case strategies for improving communication
within a project team. Make sure you schedule
regular meetings with case stakeholders to discuss potential status,
priorities and concerns. You can ask them how often they want to hear
about these updates. Use clear and concise
documentation to communicate testing plans, test case, defect reports, and other relevant information. This ensures that all
stakeholders have access to essential information and can stay informed about
the project progress. Actively listen to the
concerns, feedback, and suggestion of team
members and stakeholders. By listening attentively, K leads can better
understand the needs and perspectives of
others and address any issues or
challenges effectively. Maintain transparency in
reporting testing progress, defects, and quality metrics, provide regular updates and
reports to stakeholders, highlighting achievements, challenges and areas
for improvement. With devise collaborative
tools and platforms such as project management software,
issue tracking system, and communication
channels to facilitate communication and
collaboration among team members and stakeholders. And establish do mechanism to encourage open communication
and continuous improvement. Encourage team members
and stakeholders to provide feedback on
processes, workflow, and communication
practices, and take action to address any issues
or suggestions raised. Of course, this is
just a brief overview of main communication
strategies. Just make sure you're friendly and polite in
your communication style, and you will be able to solve
any problems that arise.
34. QA Team. Composition: Next topic is effective atm
composition and management. Let's check the details. Effective at composition is crucial for ensuring quality
in game development. Key roles like QUALD
testers and analysts, as well as essential skills in technical proficiency
and domain knowledge play a vital role in the
success of the project. Let's go through the
key roles in QA team. The first one is QA lead. The main characteristics are strong leadership and
communication skills, extensive expertise in QA
methodologies and practices, and ability to prioritize tasks and manage
resources effectively. Then we're moving to QA testers. Their main responsibilities
are executing test cases and scenarios to
identify and report defects, conducting regression
testing and verifying bug fixes and providing
feedback on the game features, usability and overall quality. Then we might have
automation engineer. They are capable
of developing and maintaining automated
test scripts, integrating automated
tests into the pipeline, and identifying
opportunities to test automation to improve
efficiency and test coverage. And the last but not
least K Analyst, and he's in charge of analyzing game performance metrics and player feedback to identify
areas of improvement, collaborating with developers
and designers to address quality related issues and contributing to test
planning strategy, and documentation. Clear position and
responsibilities within the QA team are vital for
accountability and efficiency. Each role contributes uniquely to test planning, execution, automation, and
performance analysis, enhancing the overall
quality assurance process. As a Q elite, you need to have a clear definition of the
seniority in the team. Firstly, because you need to know whom to hire in your team, and then you need to have a clear development
plan for your team. Let's see the main
differences in the seniority. Senior KA testing. Main responsibilities
are leading test efforts for specific
features and components, mentoring junior testers
and providing guidance, and assisting the QED in test planning and
strategy development. What is the expectation? Several years of experience
in QA testing roles, strong knowledge of testing methodologies and
best practices, and proven abilities
to testing efforts. Let's move to mid
level QA tester. Main responsibilities
are executing test cases and scenarios
to identify defects, conducting regression
testing and verifying bug fixes and providing
feedback on game features, usability and overall quality. What do you expect
from his seniority? 2-5 years of experience
in QA testing roles, proficiency in testing
methodologies and tools, and ability to work independently and collaboratively with
a team environment. And Junior tester. Main responsibilities are
assisting in text execution, bu verification,
and documentation, then learning KA processes,
methodologies and tools, and then providing support and contribution to overall
testing efforts. We don't expect much from seniority because
Junior K tester is an entry level
position suitable for individuals with
limited experience in K and testing growth. Basic understanding of
software testing principles and eagerness to and grow in the field and strong attention to detail and
willing glass tour. Let's have a quick look on automation engineer and
his responsibilities. First of all, he is
responsible for developing and maintaining automated
test scripts to ensure efficient
testing process. Then he is integrating automated tests into
continuous integration, continuous development pipelines
for seamless testing and also identifying and
implementing opportunities for test automation to enhance testing efficiency
and effectiveness. Now let's take a
look at QA Analysts. This is pretty rare position, but still we need to have a
knowledge about its basics. This position is
responsible for analyzing performance metrics to identify areas for improvement
and optimization. Then K Analysts collaborates effectively with other teams to ensure alignment on quality standards and
testing strategies. He also contributes to test planning by developing
test cases, scenarios, and strategies
for comprehensive coverage. And then one of
responsibilities is creating and maintaining detailed documentation
for test cases, results, and processes for
reference and audit processes. Besides mentioned
positions, there are other specialized teams that might be used on the project. Let's take a brief overview of various testing roles
within a QATeam. Security tester conducts security assessments and
penetration testing, identifies vulbilities
and collaborates with developers to enhance
software security. Performance tester
designs and executes performance tests to
assess systems capability, identifies bottlenecks, and recommends
optimization strategies. Localization tester validates translated content
accuracy tests for language support issues
and collaborates with vocalization team for
linguistic resolutions. Accessibility tester ensures software accessibility
compliance, conducts usability testing with assistive technologies
and advocates for inclusive design practices. Usability tester conducts
security studies, gathers useful feedback
for improvements, and collaborates
with design team for enhancing user experience. And compliance tester ensures
software compliance with industry regulations
and standards, documents compliant findings, and prepares regulation
submissions, constantly collaborates
with regulatory affairs and G teams to address
compliance issues. Now, let's create
a team composition for our project Pickup Park.
35. QA Team. Composition creation: General, the project
is not that big, so we don't need many people to be present on the project. We can go back to Twine and see our basic
resource planner. So we expected to have 600 hours and to have two resources. So we can start
with this copy it, create some basic formatting. Resource one and resource two. We just need to define the
seniority of these resources. There are two ways how we can create this
team composition. So let's create variant
one and variant two. In our first variant, we have QA lid who is not working full
time on this project, but he just takes care
of how everything goes. So we put here QA
lead part time. In this case, resource one that starts first can be
middle position. And resource to
that starts later. He just joins helps with testing so we don't
need another middle. We can help junior QA. Don't know much support. So this will be
our main plan for this Then let's imagine that we don't have
Q LED in the team. In this case, we
can have Senior K who partially covers
QLED responsibilities. And then we also just
add another Junior QA. To support senior
with everything. These are two variants
that might work good. First variant, we have K led that performs supervision and middle K tester who performs most of the job with
the support of the junior. In our second variant, we have Senior KA who covers a lot of
organizational part from Kleid performs most of the testing and has
Junior K as a support. Then we might have
optional positions that will work for both, such as vocalization, testing, tester and performance tester. We can invite them to perform quick pass on the final
stages of our project. As project takes
just a few months, we don't need automation
tester because creating automated tests
might take a lot of time and we won't be
beneficial from it, as well as we don't need QANOS as requirements are
not that complicated. Let's do a quick formatting. This is pretty
simple composition for pretty simple project.
36. QA Team. Engagement: Was always special to me
as a elite to make sure that people in the team are
not only doing expected job, but also have a feeling
that their work is appreciated in the
team and they are in the good environment and
have good people around them that support them
and help with everything. In quality assurance
and every other team, effective people management is vital for ensuring high
quality deliverables, maintaining team morale, and fostering a culture of
continuous improvement. There are a lot of different
theories of engagement, but I like to stick to this
six pillars engagement model that helped me a
lot in my career, empowerment, pay
recognition, attention, challenge, development, and
sharing the big picture. Let's take a look
at each of them. Empowerment in people management involves providing autonomy, authority, and resources
for employee to make decisions and take
ownership of their work. Empowering team member leads to increased job satisfaction,
higher motivation levels, and enhanced productivity as
they feel valued, trusted, and capable of contributing effectively to the
organization's success. Effective recognition
is essential for employee satisfaction
and motivation. Recognizing employees'
contribution boost morale and encourages
continued excellence. Fair and consistent
recognition reinforces a positive work culture and
enhance employee engagement. Meaningful recognition
involves regular feedback, public acknowledgment,
and tangible rewards. Implementing diverse recognition strategies
create a culture of appreciation and boost
team performance and loyalty. Attention is about actively listening to our team members, understanding their needs, and
addressing their concerns. By showing genuine
care and interest, we can build trust,
strengthen relationships, and promote a supportive
work environment. By actively listening,
showing empathy, and maintaining
regular communication, managers can
demonstrate care and understanding for
employees needs, concerns, and feedback. Active listening, empathy, and
regular communications are key practices in building strong relationships and
promoting employee engagement. Challenge is about
providing our team members with opportunities to
grow, learn, and excel. When employees are engaged in challenging work that align with their skills and interest, they are more likely
to stay motivated, innovate, and committed
to their roles. Changing and meaningful
work assignments push employees to expand their
skills and capabilities, fostering personal and
professional growth. Providing challenging
work assignments not only stimulates employees development but also helps in retaining top talent. Development is
about investing in our team members long term
success and career growth. By providing opportunities
for learning, skill building, and advancement, we can enhance employee engagement,
retention and satisfaction. Let's take a look at some of the ways of employees
development. First of all, it's training, investing in employee
training programs enhanced skills and knowledge. Providing mentorship,
cultivates relationship and guides career progression. Creating opportunities
for career advancement motivates employees to excel. Developing individual
development plans tailors growth strategies
to each employee. Sharing the big picture is about connecting
our team members day to day work with the organization's broader
mission and vision. When employees understand how their contribution impact the overall goals
and objectives, they are more
engaged, motivated, and aligned with the
company direction. And remember, if your
team is well engaged, every project will
be successful.
37. The end: So we're finished everything
that was planned. I want to say thank you for
everyone who stayed here with me and to say that you can contact me everywhere you want, for example, in Linkin. If you have some
other questions or clarifications or the feedback. I know that my voice is
not the best one to do courses and I try to make it
sound as queer as possible. So I want to say sorry if it was not queer
enough for you. I tried to show you examples
of all my knowledge that I used to gather in
different companies from company to company. There are different needs and the ways how
you do your job. So I try to bring all the best from all the places
I've been through. What I wanted to say is that practice makes
everything better. So do not hesitate to get any game and
try to do the same. Create test plan,
to create planning, WBS structure because no one
is perfect from beginning, and you need to keep trying to get to the
place where you want to. In general, Ted position is pretty interesting
and inspiring. You're in charge of the
quality of the game, and you are the person
to make sure that the entire team has a full understanding and
visibility where the game is. And, of course, don't forget to be an example for your team. You're their mentor,
you're their manager, to make sure they feel
comfortable, inspired and engaged. I wish you luck in
all your journeys, and I hope you're going to achieve what you
deserve. See you.