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TheTester

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I

t’s a common question

we get asked: You

get paid to play

video games? Well,

theoretically we get paid

to write about them. Such

is the demand of other

aspects of the job that all

the playing we need to do

is done in our own time, and

much of that time is spent on

games we probably wouldn’t

have played as a consumer.

The same can be said for a video

games tester. On paper it sounds like

a dream job: rock up to the office with

your sandwiches and a water bottle,

pull on the Uggs, settle into a comfy

couch and get paid to play games –

oh, and catch the occasional bug. But

imagine sitting at a desk playing the

same part of a level for days on end,

searching continuously for faults. Does

that still sound like fun?

Olivier Robin knows a thing or two

about games testing. He joined the

industry back in 1991 as an assistant

producer for Infogrames France, before

establishing the internal QA (quality

assurance) at Infogrames Europe,

where he managed the department

until 2003. Over the next six years,

Robin worked as a QA project manager

for various companies throughout

Europe before settling at Namco Bandai

Games Europe (NBGE), where he

currently oversees QA in France.

While there is no specific

qualification for entry into a games

testing role, an understanding of some

programming and gaming experience

is beneficial; the job is notoriously

underpaid and extremely stressful, but

many testers use the role as a gateway

into the development industry. Testers

must also be proficient gamers in

order to play the game at the highest

difficulty levels.

“In order to be successful as a

games tester, you have to able to stay

focused and apply methods without

‘playing’ or being bored,” says Robin.

“It’s easy at the beginning of a project,

but when a tester works full time on

a project for six months, it becomes

less fun for him. This is where we find

‘senior’ and strong testers.

“We mainly want the testers to

have experience in QA methods and

usual QA practices. We need to work

with trained testers who know

the Hardware Manufacturers’

Standards (HMS), and can detect

non-obvious issues. Testers must

be able to follow test plans, but

also ‘feel’ bugs. They must also

be able to speak and write

English.”

Robin says that the

majority of today’s games

testing undertaken by

NBGE is outsourced to

external testers primarily

located in India, where

reliable relationships are

built up over a number of

years.

Where the testing process actually

commences on a Namco Bandai

title depends on where the game is

developed.

“We mainly start on Beta stage if

the game has previously been tested

in Japan first,” Robin notes. “If we

work on a European production game,

we will start some preliminary tests

from Alpha stage. Once the game has

been released, we are also in charge of

testing patches and DLC packs.

“When we begin working on a game

we are looking for major bugs which

violate HMS compliance standards,

as well as all important functionality

bugs which can damage the end-user

experience or decrease the level of fun

and quality.

“All bugs are listed in a database,

checked by a QA project manager,

and sent to the developers for fixing.

If developers are reluctant to fix, we

discuss it with them. Sometimes it’s

better to waive the bug, rather than

creating more issues with one unique

fix. Sometimes we push to have the

bug fixed if we consider it to be really

bad for the player.”

The testing process involves

everything from partial and full

playthroughs, to checking the printed

materials for the box and providing

videos for the various rating boards

across the globe. The length of an

assignment can also vary.

“The time spent on projects can

differ and can take anywhere between

eight weeks to more than a year if

we include all the testing that has to

be done on patches, DLC and all the

additional content that a publisher

decides to implement,” explains Robin.

“Consequently, our teams can vary

from anywhere between four testers to

upwards of 25.”

We ask Robin how they charge for

the work conducted by testers. Is it by

contract? An hourly rate?

“Actually, we are charged with an

hourly rate by our testing provider. This

is negotiated via a yearly contract and

an agreement on how many hours we’ll

spend in 12 months.”

Communication is a vital skill as a

games tester. All faults found during

testing are required to be catalogued

and accurately conveyed to the client.

Robin identifies this as the key element

in the working relationship and the one

that can invariably cause the testers,

and not just the developers, problems.

“There is a real difficulty in getting

information in general [from the

developer]. A lack of information

regarding the design docs and game

behaviour can cause untold problems.

“Developers have a lot of tasks to

perform and don’t always have time

to update the design docs created at

the very beginning of a project. So,

for many bugs, testers have to ensure

what they have found and identified is a

real bug, or not one ‘by design’.”

Inevitably the final part of the

development cycle is where the

majority of the testing is done, and

Robin says the key is recognising when

this peak period is about to begin.

“Most of the time we can identify

when we’re about to get busy, so it’s

not too difficult to handle and testing

providers are used to it.

“But we really try and push to start

testing as early as possible, in order to

have more time to test... which also

means more time for the developers to

fix the bugs.

“It can be high-pressure and the

period at the end of the game is not for

the faint-hearted. We must deal with

any delays that may have happened in

previous stages, and so it’s up to us to

catch up the time lost before. It often

means double shifts and weekend

testing. But we’re used to it.”

Olivier Robin