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Game Testing
Game testing, a subset of game development, is a software testing process for quality control of video games. Moore, Novak 2010, p. 95 Oxland 2004, p. 301-302 The primary function of game testing is the discovery and documentation of software defects. Interactive entertainment software testing is a highly technical field requiring computing expertise, analytic competence, critical evaluation skills, and endurance. Oxland 2004, p. 301 In recent years the field of game testing has come under fire for being extremely strenuous and unrewarding, both financially and emotionally. History In the early days of computer and video games, the developer was in charge of all the testing. No more than one or two testers were required due to the limited scope of the games. In some cases, the programmers could handle all the testing. As games become more complex, a larger pool of QA resources, called "Quality Assessment" or "Quality Assurance" is necessary. Most publishers employ a large QA s ...
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Game Development
Video game development (or gamedev) is the process of developing a video game. The effort is undertaken by a developer, ranging from a single person to an international team dispersed across the globe. Development of traditional commercial PC and console games is normally funded by a publisher, and can take several years to reach completion. Indie games usually take less time and money and can be produced by individuals and smaller developers. The independent game industry has been on the rise, facilitated by the growth of accessible game development software such as Unity platform and Unreal Engine and new online distribution systems such as Steam and Uplay, as well as the mobile game market for Android and iOS devices. The first video games, developed in the 1960s, were not usually commercialised. They required mainframe computers to run and were not available to the general public. Commercial game development began in the '70s with the advent of first-generation video ...
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Video Game Producer
A video game producer is the top person in charge of overseeing development of a video game. History The earliest documented use of the term ''producer'' in games was by Trip Hawkins, who established the position when he founded Electronic Arts in 1982. Hawkins said in 1983: Sierra On-Line's 1982 computer game ''Time Zone'' may be the first to list credits for "Producer" and "Executive Producer". As of late 1983 Electronic Arts had five producers: A product marketer and two others from Hawkins' former employer Apple ("good at working with engineering people"), one former IBM salesman and executive recruiter, and one product marketer from Automated Simulations; it popularized the use of the title in the industry. Hawkins' vision—influenced by his relationship with Jerry Moss—was that producers would manage artists and repertoire in the same way as in the music business, and Hawkins brought in record producers from A&M Records to help train those first producers. Activisio ...
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Defect Tracking
In engineering, defect tracking is the process of tracking the logged defects in a product from beginning to closure (by inspection, testing, or recording feedback from customers), and making new versions of the product that fix the defects. Defect tracking is important in software engineering as complex software systems typically have tens or hundreds or thousands of defects: managing, evaluating and prioritizing these defects is a difficult task. When the numbers of defects gets quite large, and the defects need to be tracked over extended periods of time, use of a defect tracking system can make the management task much easier. See also * Bug tracking * Comparison of issue tracking systems This article is a comparison of issue tracking systems that are notable, including bug tracking systems, help desk and service desk issue tracking systems, as well as asset management systems. The comparison includes client-server application, d ... * Defect Tracking Tool References ...
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United Business Media
UBM plc was a British business-to-business (B2B) events organiser headquartered in London, England, before its acquisition by Informa in 2018. It had a long history as a multinational media company. Its main focus was on B2B events, but its principal operations included live media and business-to-business communications, marketing services and data provision, and it principally served the technology, healthcare, trade and transport, ingredients and fashion industries. UBM was listed on the London Stock Exchange and was a constituent of the FTSE 250 Index. History Newspaper interests The history of the companies that made up UBM stretches back almost two hundred years. Up until its acquisition UBM businesses published many titles that were launched in the 19th century, including ''Building'' magazine, launched in 1843 by Joseph Hansom, as well as ''Chemist & Druggist''. The company was founded in 1918 as United Newspapers by David Lloyd George to acquire the ''Daily Chroni ...
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Game Developer (magazine)
''Game Developer'' was a magazine for video game creators, originally started in March 1994 by Miller Freeman, Inc as quarterly, later bimonthly, and finally monthly. In each issue, industry leaders and experts shared technical solutions, reviewed new game development tools, and discussed strategies for creating innovative, successful video games. Monthly postmortems dissected the industry's leading games, from AAA console to social and mobile games and beyond, and columns gave insight into deeper development practices from across all disciplines, from design, to programming, to art, to business, and audio. It was closed in 2013 as part of a restructuring at parent company UBM Tech (part of UBM plc) that included the closing of all print publications owned by that company. Contents The magazine contained articles on professional game development topics relating to game programming, art, audio, quality control, design, and production. Monthly columns from industry veterans offe ...
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United States Dollar
The United States dollar ( symbol: $; code: USD; also abbreviated US$ or U.S. Dollar, to distinguish it from other dollar-denominated currencies; referred to as the dollar, U.S. dollar, American dollar, or colloquially buck) is the official currency of the United States and several other countries. The Coinage Act of 1792 introduced the U.S. dollar at par with the Spanish silver dollar, divided it into 100 cents, and authorized the minting of coins denominated in dollars and cents. U.S. banknotes are issued in the form of Federal Reserve Notes, popularly called greenbacks due to their predominantly green color. The monetary policy of the United States is conducted by the Federal Reserve System, which acts as the nation's central bank. The U.S. dollar was originally defined under a bimetallic standard of (0.7735 troy ounces) fine silver or, from 1837, fine gold, or $20.67 per troy ounce. The Gold Standard Act of 1900 linked the dollar solely to gold. From 1934, it ...
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Game Design
Game design is the art of applying design and aesthetics to create a game for entertainment or for educational, exercise, or experimental purposes. Increasingly, elements and principles of game design are also applied to other interactions, in the form of gamification. Game designer and developer Robert Zubek defines game design by breaking it down into its elements, which he says are the following: * Gameplay, which is the interaction between the player and the mechanics and systems * Mechanics and systems, which are the rules and objects in the game * Player experience, which is how users feel when they're playing the game Games such as board games, card games, dice games, casino games, role-playing games, sports, video games, war games, or simulation games benefit from the principles of game design. Academically, game design is part of game studies, while game theory studies strategic decision making (primarily in non-game situations). Games have historically inspired sem ...
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Video Game Art
Video game art is a specialized form of computer art employing video games as the artistic medium. Video game art often involves the use of patched or modified video games or the repurposing of existing games or game structures, however it relies on a broader range of artistic techniques and outcomes than artistic modification and it may also include painting, sculpture, appropriation, in-game intervention and performance, sampling, etc. It may also include the creation of art games either from scratch or by modifying existing games. Notable examples of video game art include Cory Arcangel's '' Super Mario Clouds'' and '' I Shot Andy Warhol'',Andy Clarke and Grethe Mitchell (eds.),''Videogames and Art'' (Intellect Books, 2006). Joseph Delappe's projects including "Dead in Iraq" and the "Salt Satyagraha Online: Gandhi's March to Dandi in Second Life," the 2004-2005 Rhizome Commissions "relating to the theme of games," Paolo Pedercini's Molleindustria games such as "Unmanned" ...
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Game Programming
Game programming, a subset of game development, is the software development of video games. Game programming requires substantial skill in software engineering and computer programming in a given language, as well as specialization in one or more of the following areas: simulation, computer graphics, artificial intelligence, physics, audio programming, and input. For multiplayer games, knowledge of network programming is required (the resultant code, in addition to its performance characteristics, is commonly referred to as the game's netcode by players and programmers alike). In some genres, e.g. fighting games, advanced network programming is often demanded, as the netcode and its properties (e.g. latency) are considered by players and critics to be some of the most important metrics of the game's quality. For massively multiplayer online games (MMOGs), even further knowledge of database programming and advanced networking programming are required. Though often engaged in ...
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Betaware
A software release life cycle is the sum of the stages of development and maturity for a piece of computer software ranging from its initial development to its eventual release, and including updated versions of the released version to help improve the software or fix software bugs still present in the software. There are several models for such a life cycle. A common method is that suggested by Microsoft, which divides software development into five phases: Pre-alpha, Alpha, Beta, Release candidate, and Stable. Pre-alpha refers to all activities performed during the software project before formal testing. The alpha phase generally begins when the software is feature complete but likely to contain several known or unknown bugs. The beta phase generally begins when the software is deemed feature complete, yet likely to contain several known or unknown bugs. Software in the production phase will generally have many more bugs in it than completed software, as well as speed/performan ...
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Temporary Work
Temporary work or temporary employment (also called gigs) refers to an employment situation where the working arrangement is limited to a certain period of time based on the needs of the employing organization. Temporary employees are sometimes called "contractual", "seasonal", "interim", "casual staff", "outsourcing", "freelance"; or the words may be shortened to "temps". In some instances, temporary, highly skilled professionals (particularly in the white-collar worker fields, such as human resources, research and development, engineering, and accounting) refer to themselves as consultants. Increasingly, executive-level positions (e.g. CEO, CIO, CFO, CMO, CSO) are also filled with Interim Executives or Fractional Executives. Temporary work is different from secondment, which is the assignment of a member of one organisation to another organisation for a temporary period, and where the employee typically retains their salary and other employment rights from their primary org ...
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High School
A secondary school describes an institution that provides secondary education and also usually includes the building where this takes place. Some secondary schools provide both '' lower secondary education'' (ages 11 to 14) and ''upper secondary education'' (ages 14 to 18), i.e., both levels 2 and 3 of the ISCED scale, but these can also be provided in separate schools. In the US, the secondary education system has separate middle schools and high schools. In the UK, most state schools and privately-funded schools accommodate pupils between the ages of 11–16 or 11–18; some UK private schools, i.e. public schools, admit pupils between the ages of 13 and 18. Secondary schools follow on from primary schools and prepare for vocational or tertiary education. Attendance is usually compulsory for students until age 16. The organisations, buildings, and terminology are more or less unique in each country. Levels of education In the ISCED 2011 education scale levels 2 ...
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