QA testing in crunch


Hey everyone, Stephen here to close out our journey. If you haven’t seen the earlier posts, I was the main 3D environmental modeler for our project. However, as we neared the end of development, my role shifted more toward QA testing to help ensure our game was the best it could be.

I’d like to share how I approached QA for our team. One method I used frequently was recording my gameplay sessions. This allowed me to go back and review footage whenever I encountered a bug, helping me replicate the issue more accurately. These videos, along with clear write-ups describing the problems, made it much easier for our programmers and level designers to understand and fix the bugs.

Another important part of the process was simple but crucial: retest, retest, and retest. As the game progressed through multiple builds, bugs were gradually addressed. But in many cases, issues we thought were fixed would reappear later. By retesting everything, I was able to catch problems that might have otherwise gone unnoticed.

Lastly, I highly recommend using case checklists or structured test plans for each build. Having a clear list of things to review helps ensure consistency and makes the testing process more efficient and reliable.

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