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Talking about Books… Part II

Hi!

As I promissed, here we go with the second part of “Talking About Books”. If you miss part One, click here.

Once again, thanks to Tom Sloper for the quite selection of literature.

Serious Games: Games That Educate, Train, and Inform

by Sande Chen & David Michael

Publisher: Course Technology PTR; ISBN: 1592006221

Book Description “Serious Games: Games that Educate, Train, and Inform” will help you learn how to take what you’ve learned in making games for fun and apply it to making “serious games”: games for education, training, healing, and more. It will provide an overview of all of the major markets for serious games. This overview will include examples of what has been done with video games in these markets, and what is anticipated in the future, including market scope, goals of each emerging market, game types offering greatest potential, the shortest route to market by category, development budgets by category, and barriers for developers to consider.

(Blog’s Author: As we are talking about Serious Games, do not forget to check my Final Paper about a Serious Game inside the Foreign Trade Area – check it out here)

Game Design Workshop.jpgGame Design Workshop: Designing, Prototyping, and Playtesting Games

by Tracy Fullerton

Publisher: Morgan Kaufmann; 2nd edition (February 8, 2008)

ISBN-10: 0240809742

ISBN-13: 978-0240809748

The publisher of 1st edition says: Master the craft of game design so you can create that elusive combination of challenge, competition, and interaction that players seek. This design workshop begins with an examination of the fundamental elements of game design; then puts you to work in prototyping, playtesting, and redesigning your own games with exercises that teach essential design skills.

Andrew Rollings and Ernest Adams On Game Design.jpgAndrew Rollings and Ernest Adams On Game Design

by Andrew Rollings and Ernest Adams (duh)

New Riders; ISBN 76092-02300.  http://www.amazon.com/exec/obidos/tg/detail/-/1592730019/mercatordesign00

What people are saying about this book: “This book sets the record straight as to what ‘game design’ is and why it’s important.” – Tom Sloper; President, Sloperama Productions.

Also see Ernest Adams’ website, at www.designersnotebook.com.

Game Design by Bob BatesGame Design by Bob Bates

Thomson Course Technology ; ISBN: 1-59200-493-8

The publisher says: A behind-the-scenes look at how a game gets designed and developed – from the day the idea is born to the day the box hits the shelves.

 

 

 

 

Rules of Play.jpgRules of Play: Game Design Fundamentals

by Katie Salen & Eric Zimmerman

The MIT Press ; ISBN: 0-262-24045-9

The publisher says: A much-needed primer for this emerging field. A unified model for looking at all kinds of games, from board games and sports to computer and video games.

 

 

 

The Indie Game Development Survival Guide.jpgThe Indie Game Development Survival Guide

by David Michael

Publisher: Charles River Media; ISBN: 1584502142.

Ok, not much to say about this last book, but Google is there for a reason. 🙂

Go for it and enjoy the reading!

I will keep posting the other books during the week. So, stay tuned! for part III!

See ya!

Talking about Books…

Good Morning everyone!

When we talk about the game biz, we have to understand – as I Always say – that it is an industry as all the other and you will work in a real JOB. Yeah, JOB, work, duties, tasks, etc. And like any other job, you have to keep developing yourself to build a great career and a great resume, with a lot of experience and knowledge.

I don’t know if you remember, but in an older post I said that you have to be an avid reader. And that is true. Not only about worlds of fantasy, technology, medieval or character, but about the industry itself and how it works. Or you plan to be a tester for the rest of your life???

My point is, you have to study, and study a lot. Read a lot, talk with people, discuss, and ask, research. No knowledge will come to you out of the blue.

So that’s why, once more, Tom Sloper, gives us the opportunity to make our professional life better. He listed at his site a few books that he consider recommended reading for Aspiring Game Designers and more.

Here we go with this list. Hope you guys can have the opportunity to check them all, because here in Brazil is kind of hard and most of the books we can only have access through Amazon and in the original language. (Just to let you know. Still, not a problem to be, by the way. rsrs)

Enjoy the reading!

TOM SLOPER

NOTE: these lessons are primarily aimed at aspiring game designers, but many of the concepts described herein also apply to those who aspire to other types of jobs in the game industry.[…]

Game designers are creative. So I list books on creativity — and I list creative novels about games to spark the reader’s creative thinking.

Game designers work in industry. So I list books about how to survive in industry.

Game design is intricately interwoven with what producers do (well, sort of – but I’m a designer and producer). So I list books about how to manage, and about projects.

Games do not exist in a vacuum — players use a “language” which was developed in earlier games. So I list books about the history of the game biz.

Programmers are designers too — one or two books in this list may be addressed to the more technically-minded “designers” of games.

Introduction to Game Development

Edited by Steve Rabin

Charles River Media; ISBN: 1-58450-377-7

Reviewer says: An introduction to all aspects of the theory and practice of game development, design, and production. The book, which can be used as a text for introductory courses or as a comprehensive reference for game developers and designers, is divided into seven independent parts. 27 leading game developers have contributed chapters. […]

 

GameDesignPerspectiveGame Design Perspectives

Edited by Francois Dominic Laramee

Paperback – 401 pages, with CD (May, 2002)

Charles River Media; ISBN 1-58450-090-5.

Book Description: This unique compilation of design articles provides designers with insight into how their colleagues approach game design, where they have stumbled, and how they have succeeded. The articles are written by a diverse group of designers with a wide variety of game backgrounds. The topics covered range from proper design documentation, user interfaces, design theory, characters and storytelling, to quality management, platform- and genre-specific design issues, relationships between designers and the user community, and game development project management. If you are just beginning in game design, you’ll find new ideas to complement and compare with your own designs. Producers and managers will also benefit from The User Community and Managing a Game Development Business sections.

 

SecretOfGameBusinessSecrets of the Game Business

Edited by Francois Dominic Laramee

Paperback – 338 pages (March, 2003)

Charles River Media; ISBN 1-58450-282-7.0

Book Description: Explore the inner workings of the game development and publishing industry through the experiences and insights of industry experts. These publishing executives, developers, veteran producers, designers, owners of independent studios, and academics have written a unique collection of articles that really delves into the intricacies of the business. A must-have resource for anyone interested in starting a game development studio or improving an existing one.

 

DavidPerryOnGamedesignDavid Perry on Game Design; A Brainstorming Toolbox

by David Perry, Rusel DeMaria

Charles River Media ; ISBN-10: 1584506687. ISBN-13: 978-1584506683

The author says: It’s the biggest book on game design ever written, at over 1,000 pages long. It’s designed to help students & designers come up with innovative new ideas, and also to expand current ideas.

 

TheGameProductionHandBookThe Game Production Handbook

by Heather Chandler

Publisher: Charles River Media; ISBN: 1-58450-416-1

Book Description Written by a veteran game producer, The Game Production Handbook is the ultimate industry reference. It answers the questions new leads, managers, and producers have, and it gives the pros new insights and valuable tips to improve their existing processes.

 

 

(Blog’s Author: Man, as the post goes through more than 14 pages, I will slip this post.

See you guys later with the 2o part of Book tips for the Game Biz)

Originally posted in 20/01/014.

How QA works?

Hi!

I found out this really informing video from Trendane Sparks in YouTube and he describes, in 3 videos, what is to be a QA Tester.  Think you should check it out.

Still, here are some few notes about the video that I made – if you are really lazy to see the videos. =) – of what I found out to be important.

* First thing that he says is that: “Playing video games is different from testing video games”.

* He also talks about the black-box tester / Ender user tester.

* Expectation of quality.

* What does it takes to be a good QA?

– Be able to communicate.

– Attention to details.

– Know the perspective of other (clients/bosses/workers).

– Find where the games goes from good to better to worst and go into the details to make it better.

– Patience.

– Give positives lines about the game and stuff not only what is bad or wrong.

– Thick skin – Someone will get mad about what you said, start screaming and point fingers at you.

– Courage.

– Gamers generally understand what makes a game fun.

– Keep a list of all the bugs you found.

– They will ask you to sign a document saying that the game is ready to release. If you say no, have a great backup. Bug database.

There are two kinds of bugs.

– Subjective bugs, which are just opinions.

– Objective bugs, based upon facts.

Tell people about the bug.

Bug is something that pulls you out of your game experience.

If you find a bug and there was already reported by many other people, it may not be written well. Read it and see if all of them have the same core/context.

Do not use the word “should” or “shouldn’t”. You are not the game designer. Write what you expect to happen. Be objective.

Notes: Place where you can express your opinion.

No game goes out perfect and okay. There will be always bugs.

Well, for me, as a beginner in this kind of area, I found really interesting and some good stuff that can make you think. Also, is a different point of view of what a QA Tester does and what it shouldn’t.

Originally posted in 15/01/2014.

Creating my first music for a game. It couldn’t be that hard… Right?!?

Hello, friends.

How are you?

Sorry about being so absent from the page and not posting something in a while. Things are getting busy (way more than usual) and I barely have time to sleep.

Anyway, I’ll talk about my first assignment inside the game industry where a company back in Brazil contacted me to create a music for one of their mobile games. One of the problems was that I had 48 hours to create it…
“Well, 48 hours is not a problem at all”, I though. Not for me… and I’ll let you know why.

To start, when I accepted this task I believed that with my music experience (over 10 years), experience in playing games (since I can remember), talking about games and music, discussing with friends, having this website, etc, would help me working on that. “I created a few songs before. It was nice, people liked it. I can do this.” The problem was that I was so exciting on working in a song project that I forgot a few steps over the way.

1 – The Design Understanding!

The game was simple, but interesting. It was a side-scroll type with no end and you had to keep jumping and avoiding things to get the highest score. I started imagining a few bits, drums set, rhythm on my mind and decided to use a program that would help me build the song fast and, as before, the songs I made with it were really nice. I build a track with a bass line continuously, around 165bps, 170bps. It needed to be fast, but still understandable. Then I created a drums set, jumping from the bass drum to the snare, coming and going timing by the Hi Hat and the Ride Cym. It took me a couple of hours to complete and I was really happy with what I made so far. My problem at this time was that it had nothing to do with the game, I mean, It was a fast and nice track and would fit in another games like it, but not this one. I realized this when I sent my first (and what I thought would be the final to) sample to the client.

2 – The Client!

So, the client received my sample…. and what happened? He didn’t like it. The quality of the music wasn’t the expected one, the instruments weren’t right for the game, volume of a few were too high, others were too low, etc, etc, etc. It was a “nice” disaster and I realized I couldn’t expect to do the right and perfect song at my first attempt. Or could I?

Big mistake.

After talking a little bit more about the client, I understood what HE wanted and it was not what I wanted. Thats another problem with design: You work for the client, not for yourself and the sooner you learn that, the sooner you will avoid getting hurt when someone says you work sucks.

2 – The Learning and Creation Process!

Dealing with the client and solving that awkward situation, I started to researching what programs I could use to create the song and here comes another problem. Learning how to use a new program in 48 hours in the middle of a job.

I downloaded FL Studio and started working with it. It took me a while and a few hours of tutorial videos and reading to understand what I needed to do to create a song. It has a whole set of instruments, effects, weird sounds, keyboard styles, licks, samples, and more. A really interesting software if you want to deal with something around funk, techno, spy, dance kind of music. On this moment the problem was that I had already lost a day creating my first song, dealing with the client, downloading a new software, learning how to use it and creating something new.

So, to move things faster, I decided to create the song in the program I was familiarized with (Guitar Pro) and transfered to FL Studio.

It worked… for a while.

4 – The Work!

First, creating the song with a guitar, then transferring to Guitar Pro and finally transferring to FL Studio. Coming up with the music wasn’t the biggest problem. I like to deal with that and I can imagine a lot of samples, rhythms, how they work together and the final project. My main problem was: How I was going to use the right instruments, effects, sounds in order to fit the design understanding that I talked before? What kind of instruments should I use?

Then, I started…1, 2, 3, 4, 5 samples and, all the time sending to the client to check, get his feedback and modify.

After talking with my wife about it – which is a designer – she explained to me the idea behind the painting, how I was supposed to create something that express the feeling of the character, the scenario, the objective, and the game itself. I finally realized I was doing – almost everything – wrong (I missed the Design Understanding topic above). I was thinking as a gamer and building the song as a musician, but I completely forgot about the design and how I had to put everything together smoothly FOR the player and the CLIENT and not for ME. I created some samples of what I thought would be nice, inside my own music style.

After that class, I new what instruments, sounds and effects I was supposed to look for. It took me another couple of hours to deal with it, but I managed to work around. The song was ready! I sent to the client and he liked! Mission accomplished! (What I believed….)

I didn’t realized that, even having a good song and the approval of the client, it needed to be inserted into the game and tested into the specific device the game was going to be running. Why? Because on my computer and on my headphone, the music was fine, but by the time I downloaded in my cellphone, it was completely out of tune! And after that, the client said the music had to be in a loop with no “feeling of end”. In other words, it has to go on and on even being a small sample (30 seconds). EDIT: That is another thing that took me a while to figure out and realized that, for the engine Unity, .mp3 files are automatically increase of information in both sides of the song (beginning and ending) in order to load and end the song. I had to use a .WAVE file or something else. Another information I got is that there is a way to deal with that when editing your file called Crossfading where, according to Mark Harris (Digital Music Expert) “The term crossfading is a technique that creates a smooth transition from one sound to another — […]”. (Yep, I really made a research on it).

For some people this may be an easy task, but remember, this was my FIRST job and I was just so excited about it that I didn’t think about the technical parts.

Well, what happened was that I had to download another software (WavePad Audio Editing Software) to edit the song, loop it, cut the end, put pieces together, etc. And there goes a few of my hours to complete my task because I had to learn once again the program to deliver a good product.

Over the end I was working with Guitar Pro, to create my songs, transferring to FL Studio to clean and edit the song and, finally, to WavePad to do the final cuts.

“But, why downloading and dealing with 3 programs to create a song? Can’t a single program do all of that?” you ask me. Well, you know when people say its better to hire someone else specialized in something than trying to do yourself and mess it up with everything? I decided to do that. I used Guitar Pro because it was one of the programs that I had experience and had worked before, it was easy for me to write a song in it, create tracks, insert instruments, etc, everything with an acoustic guitar or a keyboard. FL Studio helped me editing the song as I needed, volume, effects, different types of instruments, adding more tracks if necessary, changing timing, etc, with more quality than Guitar Pro.

However, as a big program with a lot of functionalities it would take me a while to understand it and really be able to take everything from it. Finally, WavePad is a simple program to do the finals with your song, cut, paste, loop, trim, etc. Took me a few minutes to understand – and thats what I needed due to the deadline knocking on my door.

5 – The Available Time!

After all the happenings, I really had to stay awake a few more hours to finish the work. Coming and going between the softwares, how to use it, the details of the project, a real understanding of the project, what the client was expecting, among other things are only a few things that I didn’t consider when taking this job. When working with creativity, you cannot rely on your brain to bring something up out of the blue. Sometimes it happens with people in the middle of the night, sometimes when they woke up, even when you’re in the shower (like me) and you have to run to write it down or record it before you forget everything.

Also remember as living in another country different from my client, I had to deal with time zone and not all the time both of us were available to deal with the samples, feedback, ideas, changes, etc. One more problem to our list.

TIP: Its hard, but if for any reason you get stuck in something that deals with creativity, its probably because you’re putting too much effort into it. Yep, thats right, you cannot “force” creativity to come to you or out of your head. It took me a while to understand that because I always had the feeling “I could be working instead of doing this” or “this is a waste of time” or even “I don’t have time for this”.

What happened at the end?

 
I’m still waiting for the clients final answer about The client approved my work!!! For something I came up with in 24 hours – because the other 24 I was working on learning everything else and with the rest of my life (College, family, eating, sleeping) – I guess the final work was fine. Lets see. EDIT: Final work was accepted and now I have another sample to work on! 🙂

I’ll keep you posted for any news!

And you guys? Any tips or suggestion on how I should be working from now on?

Global Game Jam 2015 – What happened? We created a game!

Hello, everyone!

For the ones who were at the Global Game Jam – physically or virtually – just have one thing to say. It was awesome! It was my first time doing it – and was also the first time of my team which I met there. Except but a Brazilian friend that I’ve met before.

All the 4 of us had no experience with games and that was the best part. We could force ourselves into doing something for the first time or having to study a little bit more of something. We had 3 programmers and 1 artist and 48 hours to build a game!

And we did it! here is the link to our game at Game Jam page.

“Rognar, the mighty warrior and dragon killer. Saves the life of the princess, and after 9 months… She’s pregnant! Rognar has to stop “playing around” killing monsters and start working to support your family. Help Rognar with his hardest mission, making the princess and his baby happy!”
 

http://globalgamejam.org/2015/games/rognar-barbarian

IMPORTANT: If you read everything, you will understand why that game has so many bugs and more. Its not finished. We did what we could as 4 Game Developers Rookies. And we loved it! And we are proud of what we did! Really! Believe me! 🙂 I am!

You can also check a few screens of the game below.

DAY 01

First of all we received the theme. 2015 theme was: “What do we do now?” YEAH. The theme was a question. “What do we do now?”. Pretty cool, huh? After receiving the theme, we went for dinner. We believe that forcing ourselves to have ideas at a first time wouldn’t be right and we’d probably won’t come up with any good idea. On the way and during dinner we came up with some pretty good ideas. Some of them really funny ones, another not so much, so of them kind of lost in time and space (mine) but we finally came up with a good one. It maybe not good for other people, but it was good for all of us, and that was important because we all wanted to work on that.

Then, after having dinner we went back to do some work. One again, nothing that would push us against our limits. That is not good at all. You code will be a mess, you won’t be able to speak, think, put ideas on the table, etc. When you work with ideas and projects, you have to be rested.

We worked from 6 or 7 pm until 12pm. It wasn’t hard and we felt really comfortable with that. So we decided to call it a day and have a good night of sleep. On the first day we had the idea, some sketches, puzzles, a few lines of code, etc. We went pretty far!

DAY 02

We didn’t start at dawn. No. We decided to sleep well and work hard. We started to work something about 9am and spend the day until 6 or 7pm working – between lunch, break and stuff. I was working on the animation (haven’t use flash since 3 or 4 years ago). Gustavo was doing the programming stuff as he was the only one that had some idea of how Unity 3D worked and had also worked with it. Logan was helping with the Programming also and the sketches (some pretty fuckin* good sketches. That guy is a PRO) and Kris was the artist of the whole thing and also worked on the theme song.

Over all, we all did a little bit of everything because we knew almost nothing on how to build a game and that was really nice.

12 hours to go.

We build a bunch on mini-games on the medieval age with our character, Rhognar the Barbarian. As said before, the plot was that he was the guy! Dragon Killer! The Man! The Warrior! The ultra-must-of-the-must! He finds out that the princess that he saved got pregnant and now they have to “drop” the whole warrior stuff to get a job and be a Dad. Yeah. We brought him to the real life.

The rest of the day was giving ideas for the game, how we could do all the mini-games and learning a lot about what we were doing. I do have to say that I learned a lot with those guys and had a great time creating the game.

Still, nothing much different from this. Coding, creating, learning, searching for information, etc. We spend all day doing this.

DAY 03

The final day. Talking about me, I was so excited to finish my animation and had some great ideas because everything was going just fine…. and for some reason that wasn’t good. I got to the Game Jam about 9am and found out that the power of the place was out. I spent the whole morning waiting for the light to come back so I could keep working on the animation. Unfortunately, about 2pm I gave up and went home. Now, fortunately, Gustavo had all the information for programming at home and could finish the game and Logan and Kris did a lot of the art work the night before. The opening scene was almost done and we had to used what I had done so far. I wasn’t really happy with it, but it was what we had for the time.

Conclusion

Even reading that you wouldn’t need to have any experience to join a team at Game Jame and even participate, I felt like that would definitely help. I myself felt useful only on the second day after searching on how to do the animation. Anyway, there are a bunch of ways that you could help. This is just my point of view.

We couldn’t finish the whole game and, as I said, there are a bunch of bugs and stuff that is not completed but I am proud of how much we did in 48 hours and remembering that that was our first Game Jam, first time working together as a team, first time working as Game Designers, etc.

Well, that it. If you miss this one, don’t worry. We’ll meet there next year and maybe work together.

Thank you all, Gustavo, Logan and Kris for this really nice experience and hope you enjoyed working with me as much as I enjoyed working with you guys and sorry for something.

Global Game Jam – 2015


Hey! Have you guys heard about the Global Game Jam? Oh, yeah, man! This is the real deal if you want to create a game, getting some experience, meet people and see what the Game World is like. It’s Sponsor by some companies as Facebook, Unity 3D and Microsoft. And, if you want, you can have you game (if its good enough) being release by Microsoft. How good that sounds?

Here is the trick. You have 48 hours to create a game according to a Theme that is only release about a few hours before the beginning of the event. Don’t know about you, but this is really exciting to me! Also, if you want more information about it, you can check this link.

But you may ask: “I have no experience and don’t know how to program or something like that. How I am supposed to create a game?”

Well, you may find this and many other questions over the link I posted, but, about this one, you don’t need to have any experience. Of course that would help, but we are talking about a new experience, meeting people, improving your resume. You will find out that there are many ways that you can help a team when talking about a game creation.

However, here is what is the Game Jam and more information that I got from their site!

The Global Game Jam (GGJ) is the world’s largest game jam event (game creation) taking place around the world at physical locations. Think of it as a hackathon focused on game development. It is the growth of an idea that in today’s heavily connected world, we could come together, be creative, share experiences and express ourselves in a multitude of ways using video games – it is very universal.

The weekend stirs a global creative buzz in games, while at the same time exploring the process of development, be it programming, iterative design, narrative exploration or artistic expression. It is all condensed in a 48 hour development cycle. The GGJ encourages people with all kind of backgrounds to participate and contribute to this global spread of game development and creativity. 
The structure of a jam is usually that everyone gathers on Friday late afternoon, watches a short video keynote with advice from leading game developers, and then a secret theme is announced. All sites worldwide are then challenged to make games based on that same theme, with games to be completed by Sunday afternoon. In January 2014, we had 488 locations in 72 countries create over 4000 games in one weekend! […] The jam is known for helping foster new friendships, increase confidence and opportunities within the community. The jam is always an intellectual challenge. People are invited to explore new technology tools, trying on new roles in development and testing their skills to do something that requires them to design, develop create, test and make a new game in the time span of 48 hours.

 The GGJ stimulates collaboration and is not a competition.

So, what are you waiting for? Don’t miss this opportunity. I will be there, for sure. And you?

My Top Music Games – Part I


Video-games are pretty amazing. We all love it, play it, blame it, cry over it of anger and then we play it again. But, between a lot of things inside a game that make us keep playing and talking about it is the music.

Back on 70’s when the first game came out, the music was horrible and we all know that. That was because of the lack of technology and, most of the time, programmers were the designers, writers, developers, etc. So, we cannot really blame them. Some of the games didn’t even had music. We had to use our imagination. Consoles, PC and even Arcades. The magic happened in your mind.

The 80’s we had more companies that started to use the technology to develop better sound effects and introduce music to the games at that Intro, end stages, bosses, start games, dead characters, etc. Still nothing really good, but, for the time, it was a huge development. You could even “feel” the game. Still, there was just one problem: All the songs were repetitive. It was an infinite loop over and over again. Not to mention that, if you search better, at 90’s you may find some games with the repetitive song like The Simpsons: Bart Vs The Space Mutants. Nice game, hard as hell, pretty fun, made me a lot anger at a time. But that was okay, because it was what we had for the time. 🙂

Then came the 90’s. This is where I grew up. My whole childhood was inside of some games from 80’s, a few from the 70’s, but most of them from the 90’s. And here is where I will talk about the most. Most games here had amazing soundtracks and I also have a lot of them on my MP3 player, because they are so good to listen again and again.

Now, when I’m talking about the music, I won’t just talk about how well they were created, how many instruments were used, if the composer is famous or not, but how deep the music put you in the game, the atmosphere that it creates and the feeling that you had to keep at the same stage just to hear it again and again. Some soundtracks were so good that I had to learn how to play on the guitar or piano.

Over the Internet you can find a lot of fans and different opinions about it. I checked over 10 websites and listen to a thousand of musics on Youtube to understand why some songs are good and others are now. The main thing is that, if you don’t like the game, you may not like the soundtrack either. However, this is not a rule, but it may happen. What could also happen is that, you may like the game, but the soundtrack is garbage. That is most likely to happen and/or vice-versa.

I also picked up some nice songs that marked my childhood. Every time that I listen to it, I start remember those hours that I spent invested on my game knowledge and, man, that feels good!

All right. Here is my list, and probably I will have to divide into 2 or 3 posts…

GUILTY GEAR X2

Guilty Gear X2, also know by some people as Guilty Gear XX, is a fighting game developed by Arc Sytem Works and published by Sammy Studios. You may find it for Arcade and Playstation 2.

Release on May 23rd, 2002, this game mix an amazing heavy metal riffs and double drummers with a fighting style game. It’s just amazing. If you like heavy metal and games, this is the perfect combination of both. The speed of the music and the movements fluency keep you in a constant adrenaline rush which you can only stop at the end of the fight. I thought the combination fit nicely and was almost like a game that I made on Mugen, mixing fighting characters from other video-games with the soundtrack of Iron Maiden, Stratovarius, Angra, Sonata Arctica and more. Definitely, an add for the game music soundtracks that you want to have on your mp3 player.

PARASITE EVE

Have you played this game? For me it was one game that really marked my life.

Developed by Square, the game is an action RPG Survival Horror on the same style as Resident Evil. Released on March 29th, 1998, you will find it only for Playstation console. And the soundtrack? The intro soundtrack really put you into the game and goes from slow notes to fast ones, alongside the piano and the guitar. Also, the ending vocal song “Somnia Memorias” uses influence of both opera and electronica. Performed by Shani Rigsbee (no clue of who she is), it is known as one of her more original soundtracks.

An amazing game with a great soundtrack, the game received positive reviews from critics and also received a score of 76.72% according to GameRankings and 81/100 on Metacritic.

Z.O.E. – Zone of The Enders

I’ve never played this game and didn’t even know about it until now. However, a lot of people say its a good game and you should play it. I’ll work on it later.

Zone of The Eders (Z.O.E.), created by Hideo Kojima (another reason to play it for some reason like, I don’t know, METAL GEAR SOLID), published by Konami and expanded on by animation studio Sunrise, it was released for Playstation 2, Playstation 3, Game Box Advance and Xbox 360. Not going to talk about the plot or the game itself, but the soundtrack.

It is actually really nice and makes you feel like you are in a gym or doing some kind of hard exercise. Of course some parts are thrilling and build an environment of mystery, tech stuff and the feeling like “I can do that!” – as you listen to songs that has a chorus with the notes C – D – E on this same sequence….. well, sorry for the miss direction of the thoughts, but musicians will understand me…

Anyway, nice soundtrack alongside anime, robots, Japanese, Hideo Kojima, etc.

EINHÄNDER

Another game, developed by Square and published by Square, Sony and Square Enix, Einhänder was first released on Nov 20th, 1997. The game is a shoot’em up game in which the player controls a Fighter Spacecraft. Pretty interesting.

Now, lets talk about the soundtrack. At first I didn’t really put some faith in it. But, as I continuous listening, I realized that it’s actually good. A futuristic theme that makes you believe that you are in a Rave Party. Some of the songs remind me also of Matrix, another of old futurist movies. Anyway, it makes the job and you feel right at the middle of the fight between the Moon and the Earth.

Mixing techno and electro, several tracks make use of subgenres of techno, such as progressive house, or other genres like hip hop, piano-based music or opera. Also interesting to mention that the musics was composed by Kenichiro Fukui that also helped on the Arrangers of several Final Fantasy games and others.

STREET OF RAGE 1 AND 3

Now, lets go back a little bit and change our console. Does any of you remember the Sega Genesis? Nice console with hard and cool games. I changed my Super Nintendo for one when I was young because SNES games weren’t hard enough. Yeah, I did it.

Anyway, there were a lot of games for the Sega Genesis and some cool soundtracks behind them. One of them is Street or Rage 2, developed by Sega (AM7), Ancient, H.I.C. and Shout! Designworks. (lot of folks!) and published by Sega.

A little space in here, we could also talk about Street of Rage 1 and 3. I didn’t play them as much as the 2nd one, but they also have a real nice soundtrack. In a nut shell, the 1st one has some kind of techo and Jazz that moves along electronic and swaggering house music, just like the 2nd one, but not as good as it. The 3rd one comes in a more synthetic and dance kind of music. Much more like a crazy high notes that gives you headache if you listening too much of it.

Lets keep it with the 2nd one. Its better for my mental sanity.

 

STREET OF RAGE 2

 

A really fun game on the style of beat’em up, released on Dec 20th, 1992. I myself played a thousand times. The controls are fluent and greats, enemies are in some kind good to beat and the stages are also difficult on its own way.

The soundtrack is also something that really catch into you. It was influenced by electronic dance music, specifically house, techno, hardcore techno and breakbeat, it was considered revolutionary for its time. The blends of swaggering house synths, dirty electro-funk and trancey makes you feel in a nightclub or a Jazz club. I’d definitely download it and put on my list of great songs. You should try it too. 🙂

MEGAMAN X4

Megaman was always a great game since the beginning. You can find a thousand of games for mostly all the consoles on the market. But I’ll talk about a specific one. Megaman X4.

Released on Aug. 1st, 1997, developed by Capcom and published by Capcom and Virgin Interactive, Megaman X4 can be found on Sega Saturn, Playstation, Windows, mobile phones, Playstation Network (Playstation 3 and Playstation Vita).

I could talk a lot about this game. Is one of my favorites and, even after so many years, I’d stop and play it all over again, because it just amazing. The controls, the plot, the way you update Megaman into a better character, enemies, useful tool inside the game, the way the game teach you how to play without you knowing it, etc. But, lets focus

The soundtrack was composed by Toshihiko Horiyama and he also worked on several others Megaman games as 7, X3, Battle Network 4, X and other games. The opening song – Makenai ai gai kitto aru – gives me chills even nowadays.

CASTLEVANIA: SYMPHONY OF THE NIGHT

Now we are talking games and soundtracks. This is another game that I did enjoy A LOT playing and would keep playing it for more 20 years.

This games is awesome. And I not talking about the graphics or something like that. The gameplay is amazing, character movement is smooth, bosses and secrets are pretty good and you have a lot of items, places to go and discovery and upgrade Alucard (the son of Dracula) to hes unlimited powers. It a miss of side scrolling game with RPG and Platform-adventure.

Published by Konami on Mar. 20th, 1997, you can find it for Playstation, Sega Saturn, Tiger Handheld, Playstation Network and Xbox Live Arcade. And the game also has an amazing soundtrack. Now I am telling you, I downloaded most of the songs and, still today, I listen to them. They are just good.

Composed by Michiru Yamane (its a woman! okay, I didn’t know that until I Google her name…), the music contains elements from classical, techno, Gothic, rock, new age, jazz and sub-genres of metal – including black metal and thrash metal. (not talking about the final credit song which made me feel weird after all the Dracula’s stuff, dies, blood, heads rolling, etc…)

Each song has it own way to bring you to that specific moment of the game. Fighting Dracula in the beginning with Richter has a rock model song, going into the library has an intellectual and literal style. Bottom line, you have to play it, enjoy the song, download it into your PC, than play it again and again. This is one of the games that I will never get tired of playing.

PORTAL

This game is just awesome. Its a true proof that you can build a great games without enemies, killing, blood, rolling heads, etc.

Portal is a FPS + Puzzle Platform game developed by Valve Corporation released on Oct. 09, 2007 for Windows, Playstation 3, Xbox 360, OS X, Linux, Shield Portable where in order to move to the next stage, you have to solve a series of puzzles with the only gun in the game: The Aperture Science Handheld Device, or you may call the boring way, Portal Gun. With this gun you can create two kind of portals which you use to go through from a place to another. In a short, it creates a visual and physical connection between two different locations in three dimensional space.

Okay, but enough about the game. Lets talk about the soundtrack. All the musics of the game are simple electronic and have no vocal at all. But what makes it really good to be on this list is the final song: Still Alive sung by GLaDOS (the artifical intelligence that wants to kill/help/kill/trick you the whole game) with pieces of data from the game. The song got so famous that even a version for the Rock Band was released. Also, another one that I have on my mp3 and I never get tired of listening.

FINAL FANTASY VII

 

A quick fact: The reason that this game is called Final Fantasy is because Square was about to go bankrupt and the designers believed that it would be the last attempt to keep themselves on the game company. The Final Fantasy (or game creation) that they could do. Well, it worked and like those Christmas Specials, we still have a lot of FINAL fantasies around. Thank you, Square!

Now, not specific this Final Fantasy, but I guess all of them has an amazing soundtrack. I used to listening to it on my afternoon nap. Yeah, nap! I like to take naps! Deal with it! 🙂

Composed by Nobuo Uematsu, Final Fantasy VII was the first game of the series to include a track with digitized vocals. One of the songs, “One-Winged Angel”, has been described as Uematsu’s most recognized contribution to the music of the Final Fantasy series.

 

Overall, they are well elaborated mixing all kind of styles going from slow and melancholic to fast and energetic ones that, most of the time, keeping you at the same place just to hear it again.

One of my favorite tracks is not from FF VII, but from Final Fantasy IX – A Face Unforgotten – simple, beautiful, touching…

All the songs on this one mix a kind of medieval style with techno and others styles dealing a lot with flutes, pianos, harps and all the medieval things. Just pretty good and you should go after it to listening, download and listening

 

DOOM I AND II

Alright, and what about this one? Who on the realm of video-games has never played Doom?

Originally released for MS-DOS computers in 1994 and also Macintosh in 1995. This FPS game developed by ID Software and Nerve Software was released on many platforms due to its huge success. You may find it on DOS, Macintosh, Game Boy Advance, Tapwave Zodiac, Xbox Live Arcade, Xbox 360, Playstation 3.

And what about the soundtrack? A beautiful work from Robert Prince that, for some people, put him on the map of video-games musics. The songs from the game grew extremely popular among gamers that you can find a huge number of versions and remix projects so many years after it. He also worked on Doom, Duke Nukem II, Duke Nukem 3D and many other games.

A real gamer definitely would, at least, listening to it to know. A real good work even for the time where not so many technology was available. Tip: You may check the MIDI version of it. 😉

TETRIS

Yes! Tetris is the one I am talking about. You may be asking “What? How? Where?”. I’ve to say that the soundtrack of this game is not just contagious, but also really famous around the world. Check it out at youtube and you will find an infinite variation of this song, from dance to heavy metal going through Jazz, Opera, hard rock, etc. I myself had played a couple of times when I had a band!

 

The soundtrack is based on the Russian folk song Korobeiniki, a nineteenth-century song. Now, Russians may not be so into the Tetris song, but outside Russia, this song is widely known because of Nintendo, by the hands of Hirokazu Tanaka in 1989. He re-arranged the song and, in 2008, UGO Entertainment listed the song as the 3rd best video-game music of all time.

 

A little about the game, the design was made by Alexey Pajitnov and Vladimir Pokhilko and the first released of the game was on June 6, 1984. The game is not that mystical or full of stages and quests. The objective is to place the blocks on the bottom of the screen as aligned as possible on the horizontal way. Each line completed, it disappear creating room for another one. And that goes on and on. Some people may say that the game has no end, but it has indeed. Google it and you will find.

SUPER MARIO WORLD

Another game that made my childhood a happy time. Even today I have it on my computer to play when I’m looking for a game to relax and not think about anything.

Developed by Nintendo and published by Nintendo alongside Mattel, Super Mario World was released on Nov. 21, 1990 and you can find it on SNES, Game Boy Advance, Virtual Console (Wii and Wii u). Other Super Mario games you can find around the world. Really. Mario has been around for so long that have, beside the games, foods, clothes, toys, cartoons, drinks, cosplayers and others parallel universe versions.

 

The soundtrack was composed by Koji Kondo using only an electronic keyboard. A real prove that the most important thing you need to get success is your imagination. All the music heard in the game, with the exception of the title screen, credits, maps, castle and fortress, and fighting Bowser, is a variation of the same melody. It goes from regular and standard melody, to slow, with echos, quick and energetic and more.

 

Now, some of you may think that “due, the whole music is based on a same melody variation! That’s not creative!”. Well, what if I tell you that, the simple things are the best? And to get to a simple thing like that you have to study and understand a lot of that? Simple check the concept of Design. It’s “easy” to create something complicated. Just keep adding parts, instructions, notes, instruments, etc. But for something simple – as the song that Koji could work with – you have to blend everything into one thing to make it fit…. You better go after later for a better understanding….Anyway, that’s what Super Mario World and other theme songs from Mario, is on the list. Like Tetris, you can also find a lot of variations of Mario’s theme on the internet, some of them, pretty amazing.

KILLER INSTINCT

I remember playing this one on the Arcade when it first came out. Amazing graphics, game play, character and music. Well, it was back in 1994, so for the time and my age, it was pretty awesome.

Killer Instinct was first released on Oct. 28, 1994, developed by a bunch of studios as Rare, Double Helix Games, Microsoft Studios and Iron Galaxy Studios and first published by Midway Games. Its basically a fight game one-o-one combat. Some says that its a mix of Street Fighter with Mortal Kombat.
The soundtrack of this game is also really nice and good to hear if you like dance music, techno, drum n’ bass style. Composed by Robin Beanland (also worked on another Killer Instinct titles) and Graeme Norgate (worked on games like Golden Eye 007, TimeSplitters and Donkey Kong Land), some of them are like futuristic trance and other deep and creepy style. But this is for the first one, 1994.
Years later, in Nov. 22, 2013, Microsoft Studios released a new version of the game with an even better soundtrack, with good guitar riffs, hard hit and more like a metal style. Of course they didn’t lose that dance and techno style which can also be found in some songs. Anyway, both of them have their unique type of songs and are a valuable contribution to our list.
Well, for not this is it, but this is just the first part of what will probably be more than 2 or 3 parts… There are so many games to check and so many songs to listening to. Hope you guys can keep it up with us following the blog and enjoying the reading.

See ya on the next post!

What kind of games the Brazilian market is used to play?

Hello, my dear friends!

We all know that games are all around the world and each company has an interesting on a specific market. Americas, Europe, Asia over mobiles, consoles, PCs. Even more, some companies has being focused on a single style as action, FPS, RPG, platform, etc and trying to get on the market.

But there is one market that has being growing since a few years ago. The Brazilian Market. Most of companies that spare sometime to hire someone that speaks Portuguese to translate/localize their games, are way ahead of other. And its not me that is saying that. The Brazilians are. Ask anyone from Brazil why they are playing that specific game or the other one. Also, we can rely on number.

According to the Sao Paulo Times,  (sorry the website is not in English) only 5% of the population speaks English and only 8% of the Classes A and B speak English. The rest of the news is about getting yourself into the market about the lack of English language. But my point is, back in Brazil, only this class A and B and a little of C have access to the games that are produced in North America, Europe and Asia. Let talk real here: Games are so expensive that most of the Gamers there download it from the internet – illegally. Due to that, they sometimes, do not have access to the updates and translations games – or they do?

Games that are not translated/localized we have forums and groups of these Brazilian Gamers that get together to translate it. I did it myself helping them. That is where I want to get. Brazilian Gamers tend to play more games if they are translated. Of course most of people play them in English and they also say “I have no problem with that” or “I can understand/speak English” but if you put a plot in front of them, they would just press all the buttons to skip that ASAP.

Now, what this all has to do with the Post Title?

Well, a lot of companies are trying to get into the Brazilian market – and a lot of them did it really well – but what kind of game do you have to introduce to reach success in Brazil? That’s where the answer of the questions comes in handy – and the news – (Sorry again, this news is in Portuguese, but I’ll translate below, in a short). So, if you want to know more about the Brazilian market and how translation/localization is important, you can check this post.
18/12/2014

Simple Games are the ones with more downloads for cell phones in Brazil on 2014.

The news page (G1) had access to the TOP 5 games from Google Play. Store is the one that attend the largest quantity of smartphones and tables of the country
TOP 5 downloaded games has being compiled according to the number of downloads of this kind of games at Google Play. Unfortunately, Google didn’t release how much downloads each game had.
Still, here are the games:

POU

Yes. POU. Simple as a Tamagochi, the objective of the game is to take care of this weird thing, feeding it, cleaning it and putting it to sleep. And when you get boring of it, you can add you POU to some competitions, simple ones, but at least they are competitions.

The app has also an option to print a 3D version of it. Before that, you could buy your POU as a toy.

MY TALKING TOM

 
 

My Talking TOM is can also being printed and, if you like cats, this one is for you. You can tap the cat, watching him stretch, hug him, play with him, wash him…. almost like a POU but with legs and arms and a real face. Another interesting thing is that he can record what you tell him and repeat with a thin and annoying voice (believe me, I have some nephews that played with all day long). Also, according to Outfit7, the game has been downloaded more than 230 million times around the world.

SUBWAY SURFERS

 
 

Alright. Another one that I didn’t even imagine that would have on the TOP 5, but that’s okay. We have this one, Subway Surfers. On this game you have to avoid trains (really) and collect coins on the way. Nothing special about it, but the simple fact that is simple.

DESPICABLE ME

Alongside Subway Surfers we have Despicable Me where you have to control the Minions and collect bananas, fight bosses and more. I haven’t play this one, but I’d just because of the Minions. I like that: There, I said it.

Created by Gameloft, one of the specialized game companies over licensed games, they are one of the icons at the mobile generation. Since 2000, they have more than 500 apps published, which has been downloaded more than 1,7 Billion times. (Note: I did play some games from Gameloft and I’d made some changes in a few of them, maybe adding something… anyway). The company is here and is keeps growing like there’s no tomorrow.

TRIVIA CRACK

 
 

Some of the companies above may scare some other due to the large number of downloads. But the market still have space for other and small companies that are looking for a place to grow. The Argentinian company Etermax has less than 10 games published. The game is a real exception at this list because is asks more than just doing tickles at your smarphone.

CONCLUSION
 

So, what do you think about it? Did you know that this simple games could be the ones with more downloads in Brazil? More, I cannot say if people kept playing them, because it only says the downloads and I could have downloaded it and, after 5 minutes deleted it.

However, is important to underline that, all of this games has its own Portuguese version and this, you can believe, is one of the reasons that it reached those positions there.

So, what about getting someone to translate your games and get into the Brazilian market? What are you waiting for?

Can a game really change History?

Hi. How are you?
Have you ever had questions about the history of your country? What did really happen back there, why, who died, who were traitors and who where allies?

Well, some people take that really serious and, specially, politicians. Why? Because everything regarding to politics history they have to talk about it. I myself see this as an opportunity to teach children and players what history was really like and to bring them to know better that. Also, that would be a really difficult post to do, because I may fell like stepping on eggs, but, anyway, let’s give it a try.

I came to a New York Times news from Nov. 20, 2014 talking about a interesting situation that happened with the French company Ubisoft. We all know that their games are awesome and sell a lot of copies around the world. But, what happened when you build a game based on a specific history of a specific country? A lot of people may say, “nah, that’s okay, because the game used the history to create a Fantasy world and I know that is not for real”. Other would say, “if you create something based on history, you have to study it. No just consulting books and the internet, but really study. Otherwise, it will be a pour game.”
I’ve played some amazing games regarding to history, specially FPS War ones. Call of Duty, Medal of Honor,Battlefield, etc, and I actually liked most of them because was a way for me to learn about history while playing. I’d also enjoy playing a game based on Brazilian history, where I am from. I know my history, what happened, I know who were traitors and who were “good” people. Why? Because I went to school, I studied. And every time there were something that I didn’t get it, I went after it or even read the manual of the game as the historian who advised Ubisoft, Jean-Clément Martin. As he said, the game was not intended to as a French-bashing or historical revisionism, but to create a fantasy world where players could have a different view of history.
Still, that’s my opinion and I’d probably keep talking about over and over again, but I prefer to leave up to you. Read below the news and let me know what you think.
Again, to check the full text, check here!
Video Game Meets History, and France Rebels Again
By DAN BILEFSKYNOV. 20, 2014
PARIS — Perhaps only in France could a video game provoke an earnest philosophical debate over the decadence of the monarchy, the moral costs of democracy, the rise of the far right and the meaning of the state.

The French are fulminating over the game, Assassin’s Creed Unity, not because of excessive violence as Americans might, but over its historical inaccuracy and political slant. Critics on the left say the game undercuts a cherished narrative of the French Revolution — the miserable masses rising up against an indulged nobility.

Set in a meticulously rendered three-dimensional Paris during the French Revolution in 1789, the game is part of a popular series whose previous versions have been set during events like the Crusades and the American Revolution. The series, made by the French company Ubisoft, has sold nearly 80 million copies since it was introduced in 2007.
In the game’s latest incarnation, released last week, the hooded hero is Arno Victor Dorian. A young Frenchman whose father was assassinated at Versailles, he takes no small measure of glee as he jumps across the rooftops of Paris, including the Cathedral of Notre-Dame, mercilessly killing members of the nobility and other rivals with his “phantom blade” or pistol.
Critics of the game, led by Jean-Luc Mélenchon, the firebrand left-wing politician and onetime presidential contender, have lambasted it as dangerous “propaganda” that portrays the French masses as bloodthirsty murderers, while the high-living Queen Marie Antoinette and King Louis XVI are shown sympathetically.
At a time of economic and political doldrums, when the far right National Front is on the ascent and the Socialist president, François Hollande, is deeply unpopular, Mr. Mélenchon warned, on France Info radio, that the game threatened to fan “hatred of the Republic,” which he said was widespread among the far right today.
The video game reflected a current strain of self-hatred in France, he said, suggesting that it was perilous for national identity.
“Smearing the great revolution is dirty work that aims to instill the French with even more self-loathing and talk of decline,” Mr. Mélenchon told Le Figaro, a French newspaper. “If we continue like this, no common identity will remain possible for the French besides religion and skin color.”
Mr. Mélenchon fumed that the game did not repudiate Louis, a “traitor” who, according to historical documents, he said, had tried to get foreign armies to rescue him before he was executed.
He said “that cretin” Marie Antoinette, who was queen of France from 1774 to 1792 before meeting her end at the guillotine, was erroneously represented as a “poor little rich girl” even though, Mr. Mélenchon said, she tried to conspire to have France invaded.
Perhaps the greatest target of his ire is the game’s depiction of Robespierre, whose reign of terror against the perceived enemies of the revolution has made him a villain to some critics who view him as a tyrant.

Mr. Mélenchon told France Info radio that the game’s denigration of Robespierre as a “monster” did not consider his role as a “liberator” and the leader of a movement that gave Jews the right to vote and tried to do the same for women.

Ubisoft has defended the game, and one of its producers, Antoine Vimal du Monteil, told the newspaper Le Monde that Assassin’s Creed was, after all, a game and “not a history lesson.”
Emmanuel Carré, a spokesman for Ubisoft, said by phone that 1,000 people had created the game over three years and that thrills for the player had taken precedence over historical accuracy.
“This is France, where everything becomes politicized, including video games,” he said. He said the game sought to capture the complexity of characters like Robespierre and Marie Antoinette.
On a blog hosted by Mediapart, a news website, Jean-Clément Martin, a historian who advised Ubisoft on the game, wrote that Assassin’s Creed Unity was not intended as French-bashing or historical revisionism, but rather was meant to create a “fantasy.”
“Let adolescents, young and old, play,” he wrote. “Perhaps they will get the idea to go read a manual or a history book, and everyone will have won.”
So, what do you think?  Really believe that is something to care about or just let the game be?

QA interview questions and answers – Part III

Oh, Yeah. We are here at the final part of:
 
QA INTERVIEW QUESTIONS AND ANSWERS – PART III
 
Don’t worry, it won’t be like Star Wars or Star Trek with so many sequels. We just go to the last part and you can learn (almost) everything that you need to know to keep study about QA and turn yourself into a GURU of the Game Industry and everybody will love you and want to hire you and and …. ok, back to Earth, lets read it!
 
SOURCE: carrierride.com 
 
QA interview questions and answers – Part III
QA interview questions and answers – contributed by Rohit Srivastava

 

Q51. What is the role of Bug Tracking System?

The Bug Tracking System role is discussed below:
  • Testers and developers can know the status of the bug at every stage.
  • Changes to the Status will be available to all team members.
  • Developers and Testers can easily interact with bugs.
  • Repetition of bugs will be avoided.
  • Easy to distribute the bug among the developer.
  • It will act as a centralized one for defects.

 

Q52. How do you prioritize testing tasks within a project?

Test Process are execute in step by step. We cannot skip any of the process defined. 

Following is the Test Process which are in terms of their priority:

1. Preparation of Test Plan.
2. Preparation of Test Cases.
3. Execution of the Test Cases.
4. Defect report and tracking.
5. Test Report Summary.

 

Q54 Describe Bottom-Up and Top-Down approach in Testing.

Bottom Up Approach:
  • The bottom up approach testing approach is carried out with the help of the test driver. The test driver calls a component to be tested.
  • The modules in the lower level of call hierarchy are tested independently. Then the next level modules are tested that call previously tested modules. This is done repeatedly until all the modules are included in the testing.
  • Bottom up testing stops when the top module in the call hierarchy is tested with all lower call hierarchy modules.
    Top Down Approach:
  • the top down approach is carried out with the help of the test stub. Test stub are the dummy programs. The Stub is called from the software component to be tested.
  • Tests top layer of controlling subsystem first. Then combine modules that are called by the tested modules and test resulted collection of modules.
  • Do this until all the modules are combined and tested.

 

Q55. What methodologies do you used to develop test cases?

For developing the test cases we use following strategies:
  • Error Guessing: The tester has to guess what fault might occur and to design the tests to represent them.
  • Equivalence Class Partitioning: The input domain data is divided into different equivalence data classes; take few valid values with 2 invalid values. This is used to reduce the total number of test cases to a finite set of testable test cases.
  • Boundary value analysis: Boundary value analysis testing technique is used to identify errors at boundaries rather than finding those exist in center of input domain. Boundary value analysis is a next part of Equivalence.

 

Q56. What are the differences between test strategy and test plan?

The differences between these two are described below:
  • Test plan is dynamic where as test strategy is static.
  • Test plan is prepared by the Test Lead where as Test Strategy is prepared by the company management.
  • Test strategy defines: methods and coverage criteria to be covered test completion criteria, prioritization of the test where as Test plan is a document describing the scope, approach, resources and schedule of intended test activities.
  • Test Strategy is a high level description of the test levels to be performed where as Test plan is written record of the test strategy and resource planning.

 

Q57. What is the need of Test Plan document?

Test Plan tells the tester that what needs to be tested and how testing is going to be performed. Test plan also tells that what resources are needed for the execution of the test cases, timelines and risk associated with the test plan. We can also perform the testing without test plan document, but first we have to select test Approach for the testing and go with testing. Many test plans are being created just for the sake of processes. Many tester use test plan documents when test plan document contains the some useful information.

 

Q58. Why we do load and performance testing?

Load Testing: The reason to perform the load testing is to determine response times of application processes and transactions to establish whether they are within acceptable time limit or not, as per user requirement. It also measures the capability of an application to function correctly under load by measuring the systems key performance indicators.
Performance Testing: Performance Testing is performed to determine response time of the some components of the system perform under a particular workload. It is generally measured in terms of response time for the user activity. It is designed to test the overall performance of the system at high load and stress condition

 

Q59.What is difference between test effectiveness and test efficiency?

 

  • Test Efficiency is the ratio of number of test cases executed by unit of time (generally per hour).
  • It is the amount of code and testing resources required by a program to perform a particular function. Test Effectiveness evaluates the effect of the test environment on the application.
  • Test Effectiveness is a measure by the customer response on meeting product requirements where as Test Efficiency is a measure of optimum utilization of resources to create the Software product.

 

Q60.What is data driven testing?

Data Driven is an automation testing part in which test input or output values, these values are read from data files. It is performed when the values are changing by the time. The different data files may include data pools, csv files, Excel files. The data is then loaded into variables in recorded or manually coded scripts. For data driven testing we use Parameterzing and Regular expression Technique.
Ex. Let we want to sign up to create an account in Gmail for 100 users. For this we pet all the user detail in a single excel sheet or use a single script.

 

Q61. Can Manual Testing be completely replaced by Automation Testing?

Automated testing cannot replace manual testing because of following reason:
  • Automated testing cannot replace the analytical skills required to conduct testing. It can only enhance or supplement manual testing,
  • Through manual testing, information can be gathered about the application, and real-time decisions can be made about how to enhance a test that would be too difficult to program into an automated script.
  • We need a manual tester to analyze and maintain the automated scripts after they can run.

 

Q62 Why regression testing is important?

Regression Testing: When changes in the code of the software are made to fix the previous bug. Then testing needs to be perform to ensure that it will not generate a new bug in the application and it works as specified and that it has not negatively impacted any functionality that it offered previously. Regression Testing is important because of following reason:
  • That the application works even after the alteration in the code were made.
  • The original functionality continues to work as specified even after doing changes in the software application.
  • The alteration to the software application has not introduced any new bugs.

 

Q63. What is Exploratory Testing and Specification-Driven testing?

Exploratory testing: means testing an application without a test plan and test script. In exploring testing test explore the application on the basis on his knowledge. The tester has no knowledge about the application previously. He explores the application like an end user and try to use it. While using the application his main motive is to find the bugs which are in the application.
Specification-driven testing: means to test the functionality of software according to the user requirements. In this, tester inputs multiple data and monitors the outputs from, the test object. In this testing tester evaluate the showstopper bugs which break the major functionality of the application. This type of testing requires test plan and test.

 

Q64. Explain CMM.

Capability Maturity Model (CMM) is divided in five levels:
1. Initial: The organization is characterized by an adhoc set of activities. The processes aren’t defined and success depends on individual effort and heroics.
2. Repeatable: In this level some processes are repeatable, possibly with consistent results.
3. Defined: In this level, we define all processes are documented for both management and engineering activities, and standards.
4. Managed: Detailed measures of each process are defined and product quality data is routinely collected. Both process and products are quantitatively understood and controlled.
5. Optimizing: In this we optimize the application by following improvement process.

 

Q65. How do you decide you have tested enough?

The principle of testing says that exhaustive testing is impossible. i.e. testing everything is not feasible. We cannot test till all the defects are debugged and removed, it is simply impossible. We have to stop testing and ship the software. We can decide when to stop is testing based on following points:
  • When there is no time and budget.
  • When maximum number of test cases are executed.
  • All the Requirements are mapped that is RTM is filled completely.
  • When Test coverage is more than 80%.
  • When bug rate falls below certain level.

 

Q66. What the purpose of testing?

Software Testing: is the process of assuring that product which is developed by the manufactured by developer is meeting the user requirement. The motive to perform testing is to find the bugs and make sure that they get fixed. The purposes of testing are following:
  • Quality assurance, Verification and Validation,
  • To find the bugs before the product is released to customer.
  • To improve the quality of the product
  • The Purpose of Testing is to evaluate that the product is according to requirements
 
 
So, that’s it. I hope you guys found this so amazing as I did and, probably, I will read everything again because there is so much information that I have to write it down and search for it, piece by piece.
 
See you guys around in Ottawa and don’t forget to turn out the lights on the way out! 🙂

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