(Thread) A tip for anyone just starting out in the game industry: Don't fall into the psychological trap of adopting an "us vs. them" mentality towards QA. You can tell a lot about a developer by how they interact with the testing team, and what value they place there.
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To me, testers are *the* most important part of any solid dev team. Testers are the difference between a game that only works on the devs' machines, and a game that can run on a wide range of hardware. They're the difference between a janky experience, and a smooth one.
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If you're a programmer, I get it, it can suck to have your own faults thrown back at you in the form of a bug ticket. And it's frustrating to have to explain that something isn't a bug, but a design choice. But that in and of itself should make you question the design.
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I'm not even going to defend the quantity-over-quality attitude that QA managers at publishers have. It's what led to a bug in Guitar Hero: World Tour that "Activision cannot assert 'universal' rights over Music Studio creations, only on Earth". Hand to god, an actual ticket.
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But at the end of the day, the duty of testers is to ensure the overall quality of the game you're making. And isn't that something that we should all be able to get behind?
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Postscript: I should also note that Grandma's Boy is not a literal documentary on game QA. The weed, antics, and social dynamic, yeah, most of that is true. But it's just as tough a job as writing code, and that's something that gets lost in these mass-media portrayals.
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Also, talk to testers. Learn how they think. Apply some of that to your own work *before* it goes into testing. If you're implementing a menu, try using it in a way that you normally wouldn't. You'd be surprised at how many bugs you might find by going outside your normal path.
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