WEBVTT 1 00:00:05.539 --> 00:00:09.861 Game Basics: Introduction to Game QA and Testing Strategies 2 00:00:23.693 --> 00:00:24.802 Hello 3 00:00:24.802 --> 00:00:29.079 I am Sukjoon Jin, working in QA at the Devsisters Technology Headquarters 4 00:00:29.079 --> 00:00:32.829 Today, I would like to give you a brief introduction to the definition 5 00:00:32.829 --> 00:00:34.409 and tasks of game QA 6 00:00:34.409 --> 00:00:38.000 and also discuss the latest trends in the field 7 00:00:38.000 --> 00:00:41.495 The lecture content is structured into four main parts 8 00:00:41.495 --> 00:00:44.455 First, I would like to focus on the term QA 9 00:00:44.455 --> 00:00:47.360 and provide a definition of what QA is 10 00:00:47.360 --> 00:00:49.267 and what it involves 11 00:00:49.267 --> 00:00:51.603 Next, I will explain why QA is necessary 12 00:00:51.603 --> 00:00:54.901 in game development 13 00:00:54.901 --> 00:00:57.151 I will then detail 14 00:00:57.151 --> 00:01:00.238 the various types of tasks 15 00:01:00.238 --> 00:01:02.297 we perform in game QA 16 00:01:02.297 --> 00:01:04.547 Finally, I will discuss 17 00:01:04.547 --> 00:01:06.406 how game QA is evolving with recent trends 18 00:01:06.406 --> 00:01:10.606 particularly focusing on 19 00:01:10.606 --> 00:01:12.000 how data is shaping these changes 20 00:01:12.774 --> 00:01:16.437 Definition and Necessity of Game QA 21 00:01:17.020 --> 00:01:20.613 As mentioned earlier 22 00:01:20.613 --> 00:01:22.785 it's important to first interpret 23 00:01:22.785 --> 00:01:24.356 and define what the term "QA" means 24 00:01:24.356 --> 00:01:27.000 Let's start by examining what QA stands for 25 00:01:27.000 --> 00:01:29.337 QA stands for 26 00:01:29.337 --> 00:01:30.554 Quality Assurance 27 00:01:30.554 --> 00:01:32.475 Most people commonly shorten it to QA 28 00:01:32.475 --> 00:01:35.188 It's a combination of two words 29 00:01:35.188 --> 00:01:37.451 Let’s examine the definition of 30 00:01:37.451 --> 00:01:38.980 each word in "Quality Assurance" 31 00:01:38.980 --> 00:01:40.649 First of all 32 00:01:40.649 --> 00:01:42.139 'Quality' is generally understood as 'quality' in a social context 33 00:01:42.139 --> 00:01:44.742 So, "quality" refers to the essential nature or foundation of products 34 00:01:44.742 --> 00:01:47.248 produced in factories or services 35 00:01:47.248 --> 00:01:51.550 provided in various industries 36 00:01:51.550 --> 00:01:54.644 Renowned software engineers like Juran have defined quality 37 00:01:54.644 --> 00:01:55.931 as the degree to 38 00:01:55.931 --> 00:01:57.698 which a software is suitable for use 39 00:01:57.698 --> 00:01:59.148 and meets its 40 00:01:59.148 --> 00:02:00.842 intended purpose 41 00:02:00.842 --> 00:02:03.683 Recently, engineers like Crosby 42 00:02:03.683 --> 00:02:06.130 have defined quality as how well a product or service 43 00:02:06.130 --> 00:02:09.000 conforms to its specified requirements 44 00:02:09.000 --> 00:02:10.187 So, you can understand that 45 00:02:10.187 --> 00:02:12.164 these are the basic definitions 46 00:02:12.164 --> 00:02:13.683 of quality 47 00:02:13.683 --> 00:02:16.000 To summarize in keywords 48 00:02:16.000 --> 00:02:19.733 Quality should be measurable with numbers 49 00:02:19.733 --> 00:02:22.459 and should focus on 50 00:02:22.459 --> 00:02:24.178 the inherent value of the product 51 00:02:24.178 --> 00:02:26.000 or service 52 00:02:26.000 --> 00:02:29.050 We can define quality as 53 00:02:29.050 --> 00:02:30.525 the measurable value 54 00:02:30.525 --> 00:02:32.257 of a product 55 00:02:32.257 --> 00:02:34.645 Even in the context of games 56 00:02:34.645 --> 00:02:36.000 we can define 57 00:02:36.000 --> 00:02:38.899 quality 58 00:02:38.899 --> 00:02:40.188 similarly 59 00:02:40.188 --> 00:02:43.218 The quality of a game is indeed a complex and often subjective topic 60 00:02:43.218 --> 00:02:45.000 with no definitive answer 61 00:02:45.000 --> 00:02:47.805 I’ve summarized 62 00:02:47.805 --> 00:02:49.525 what I think defines the quality of a game 63 00:02:49.525 --> 00:02:52.037 Game designers, programmers, and artists 64 00:02:52.037 --> 00:02:53.455 begin by creating the game 65 00:02:53.455 --> 00:02:56.584 They plan and design the game 66 00:02:56.584 --> 00:02:58.915 then create it 67 00:02:58.915 --> 00:03:00.485 resulting in user experiences that they deliver 68 00:03:00.485 --> 00:03:01.785 These are metrics 69 00:03:01.785 --> 00:03:03.723 that can quantitatively and qualitatively show 70 00:03:03.723 --> 00:03:07.279 whether the user experience is effectively delivered 71 00:03:07.279 --> 00:03:08.129 to the end user 72 00:03:08.129 --> 00:03:10.200 Indeed, the concept can be complex 73 00:03:10.200 --> 00:03:13.069 and varies for each individual 74 00:03:13.069 --> 00:03:15.631 It's best to use these definitions 75 00:03:15.631 --> 00:03:19.025 as a reference 76 00:03:19.025 --> 00:03:20.257 to aid in your own considerations of quality 77 00:03:20.257 --> 00:03:21.733 There’s no definitive answer 78 00:03:21.733 --> 00:03:23.365 so it’s important for each person 79 00:03:23.365 --> 00:03:25.000 to reflect on and define quality for themselves 80 00:03:25.000 --> 00:03:27.248 So, as I just mentioned 81 00:03:27.248 --> 00:03:28.310 I define the quality of a game 82 00:03:28.310 --> 00:03:30.158 as measuring 83 00:03:30.158 --> 00:03:32.188 how effectively it can deliver the user experience 84 00:03:32.188 --> 00:03:35.000 When we say that a game has good quality 85 00:03:35.000 --> 00:03:37.150 it doesn’t necessarily mean that 86 00:03:37.150 --> 00:03:39.238 the game is immediately 100% enjoyable 87 00:03:39.238 --> 00:03:41.500 Game enjoyment is 88 00:03:41.500 --> 00:03:43.218 an important indicator of a game's quality 89 00:03:43.218 --> 00:03:45.793 but saying that a game is fun 90 00:03:45.793 --> 00:03:48.564 doesn’t automatically mean that its quality is high 91 00:03:48.564 --> 00:03:49.900 An enjoyable game is one 92 00:03:49.900 --> 00:03:53.000 where the developer's intentions are effectively communicated and realized 93 00:03:53.000 --> 00:03:56.446 In that sense, from the perspective of quality as discussed 94 00:03:56.446 --> 00:03:58.683 a game can be considered high-quality if it effectively conveys the developer's intentions 95 00:03:58.683 --> 00:04:00.703 It’s an interesting question to consider 96 00:04:00.703 --> 00:04:02.000 whether a game can be of high quality 97 00:04:02.000 --> 00:04:03.469 even if it’s 98 00:04:03.469 --> 00:04:04.644 not enjoyable 99 00:04:04.644 --> 00:04:07.997 If the developer’s intentions are effectively communicated 100 00:04:07.997 --> 00:04:11.455 and users can interact smoothly with the game 101 00:04:11.455 --> 00:04:13.783 it can be considered high-quality 102 00:04:13.783 --> 00:04:15.614 However, users might ultimately find it unenjoyable despite its high quality 103 00:04:15.614 --> 00:04:17.814 So, I want to emphasize that 104 00:04:17.814 --> 00:04:20.475 enjoyment and quality cannot be directly compared 105 00:04:20.475 --> 00:04:22.000 from the same perspective 106 00:04:22.000 --> 00:04:23.700 Next, I will discuss 107 00:04:23.700 --> 00:04:24.980 the concept of "Assurance" 108 00:04:24.980 --> 00:04:27.168 In a dictionary sense 109 00:04:27.168 --> 00:04:29.792 "Assurance" often means insurance or guarantee 110 00:04:29.792 --> 00:04:32.066 It involves proving that there is responsibility 111 00:04:32.066 --> 00:04:34.614 and no mistakes regarding a certain object or matter 112 00:04:34.614 --> 00:04:36.644 In a primary dictionary sense 113 00:04:36.644 --> 00:04:38.544 QA can be seen as ensuring and guaranteeing 114 00:04:38.544 --> 00:04:40.079 that the quality of a product or service 115 00:04:40.079 --> 00:04:42.584 will meet a certain standard 116 00:04:42.584 --> 00:04:45.139 So, when translating into Korean 117 00:04:45.139 --> 00:04:47.594 it is often translated as "Quality Assurance" 118 00:04:47.594 --> 00:04:49.740 QA is defined as the role 119 00:04:49.740 --> 00:04:50.772 that ensures and guarantees 120 00:04:50.772 --> 00:04:53.000 a product meets a certain level of quality 121 00:04:53.000 --> 00:04:54.800 If we decide that 122 00:04:54.800 --> 00:04:58.020 our product should be released with a quality score of around 90 123 00:04:58.020 --> 00:04:59.444 QA guarantees that 124 00:04:59.444 --> 00:05:01.426 all released products will meet or exceed 125 00:05:01.426 --> 00:05:03.861 that 90-point quality standard 126 00:05:03.861 --> 00:05:08.287 However, unlike products manufactured in traditional factories 127 00:05:08.287 --> 00:05:09.701 software has many variables 128 00:05:09.701 --> 00:05:12.198 making it practically challenging 129 00:05:12.198 --> 00:05:14.906 to guarantee 130 00:05:14.906 --> 00:05:16.366 a fixed quality level 131 00:05:16.366 --> 00:05:18.181 In that case, it seems 132 00:05:18.181 --> 00:05:20.426 we need to redefine the concept of Assurance 133 00:05:20.426 --> 00:05:25.139 Traditionally, Assurance referred to 134 00:05:25.139 --> 00:05:28.307 guarantees, insurance, and providing confidence 135 00:05:28.307 --> 00:05:30.941 However, the concept of Assurance 136 00:05:30.941 --> 00:05:34.000 has been evolving recently 137 00:05:34.000 --> 00:05:37.050 It is increasingly evolving into a concept more akin to "Assistance" 138 00:05:37.050 --> 00:05:39.887 The quality of a product is a shared responsibility 139 00:05:39.887 --> 00:05:41.346 among everyone involved in creating it 140 00:05:41.346 --> 00:05:44.663 Those working in QA cannot be solely responsible for the quality of the product 141 00:05:44.663 --> 00:05:47.000 The quality of a product may already be determined by 142 00:05:47.000 --> 00:05:49.000 how it was created by the development team 143 00:05:49.000 --> 00:05:51.450 and QA professionals typically cannot change that quality 144 00:05:51.450 --> 00:05:53.000 during their final testing phase 145 00:05:53.000 --> 00:05:56.000 To create a high-quality product 146 00:05:56.000 --> 00:05:59.069 each role—such as planners and developers 147 00:05:59.069 --> 00:06:01.000 must perform their tasks effectively 148 00:06:01.000 --> 00:06:02.733 QA helps by testing to ensure that 149 00:06:02.743 --> 00:06:06.980 these tasks are carried out correctly 150 00:06:06.980 --> 00:06:09.178 QA is not synonymous with testing 151 00:06:09.178 --> 00:06:11.677 Testing is a crucial 152 00:06:11.677 --> 00:06:14.376 and significant part of QA’s responsibilities 153 00:06:14.376 --> 00:06:16.176 but it is not synonymous 154 00:06:16.176 --> 00:06:18.109 with QA itself 155 00:06:18.109 --> 00:06:21.000 Recently, one of the increasingly prominent roles of QA professionals 156 00:06:21.000 --> 00:06:24.000 has been highlighted 157 00:06:24.000 --> 00:06:27.100 Recently, QA professionals have increasingly taken on the role of fostering a quality 158 00:06:27.100 --> 00:06:29.564 focused culture within studios or organizations 159 00:06:29.564 --> 00:06:31.364 This includes 160 00:06:31.364 --> 00:06:33.554 conducting seminars 161 00:06:33.554 --> 00:06:36.267 and training to achieve this goal 162 00:06:36.267 --> 00:06:37.700 To explore this in more detail 163 00:06:37.700 --> 00:06:39.733 how do QA professionals collaborate and assist in creating and ensuring quality? 164 00:06:39.733 --> 00:06:41.933 As mentioned earlier 165 00:06:41.933 --> 00:06:44.693 one of the primary actions QA professionals take is testing 166 00:06:44.693 --> 00:06:45.818 Testing involves 167 00:06:45.818 --> 00:06:48.813 verifying whether products and services are developed 168 00:06:48.813 --> 00:06:50.257 according to the specifications and requirements 169 00:06:50.257 --> 00:06:53.416 Through testing, we also measure 170 00:06:53.416 --> 00:06:57.129 whether the product is well-made, either quantitatively or qualitatively 171 00:06:57.129 --> 00:06:59.379 So, if there is a target level 172 00:06:59.379 --> 00:07:01.000 QA assists with all necessary actions 173 00:07:01.000 --> 00:07:04.000 to achieve that goal 174 00:07:04.000 --> 00:07:05.536 We consider these tasks 175 00:07:05.536 --> 00:07:08.149 as part of the broader responsibilities of QA 176 00:07:08.149 --> 00:07:10.249 To perform these tasks 177 00:07:10.249 --> 00:07:12.000 we utilize various tools and processes for assistance 178 00:07:12.000 --> 00:07:14.450 At a basic level 179 00:07:14.450 --> 00:07:16.000 we use Bug Tracking Systems (BTS) 180 00:07:16.000 --> 00:07:17.400 such as JIRA 181 00:07:17.400 --> 00:07:19.505 which are representative of these tools 182 00:07:19.505 --> 00:07:22.238 Recently, we use 183 00:07:22.238 --> 00:07:24.441 a variety of additional tools 184 00:07:24.441 --> 00:07:25.455 to help developers and planners 185 00:07:25.455 --> 00:07:27.624 work more smoothly 186 00:07:27.624 --> 00:07:31.644 I will mention this in more detail later 187 00:07:31.644 --> 00:07:33.626 but we also use data to assess quality 188 00:07:33.626 --> 00:07:35.881 and identify areas that need improvement 189 00:07:35.881 --> 00:07:39.455 Recently, data has become a key trend 190 00:07:39.455 --> 00:07:41.501 and QA professionals are increasingly using tools 191 00:07:41.501 --> 00:07:43.614 that leverage this data 192 00:07:43.614 --> 00:07:45.580 As mentioned earlier 193 00:07:45.580 --> 00:07:46.743 establishing a culture 194 00:07:46.743 --> 00:07:49.000 that facilitates these processes is also a significant part of 195 00:07:49.000 --> 00:07:51.490 what QA professionals are 196 00:07:51.490 --> 00:07:52.822 currently involved in 197 00:07:52.822 --> 00:07:54.672 In summary 198 00:07:54.672 --> 00:07:57.733 QA is focused on 199 00:07:57.733 --> 00:07:59.359 accurately assessing the value of the products 200 00:07:59.359 --> 00:08:01.659 and services 201 00:08:01.659 --> 00:08:03.911 it evaluates 202 00:08:03.911 --> 00:08:05.466 I'm about to share 203 00:08:05.466 --> 00:08:08.723 a favorite quote from a poem 204 00:08:08.812 --> 00:08:11.688 I think this quote symbolically represents 205 00:08:11.688 --> 00:08:13.911 the role of QA 206 00:08:13.911 --> 00:08:17.564 It’s a line from the poem “Flower” by Kim Chunsu 207 00:08:17.564 --> 00:08:19.314 The line is: Before I called his name 208 00:08:19.314 --> 00:08:21.644 he was just a gesture 209 00:08:21.644 --> 00:08:23.494 When I called his name 210 00:08:23.494 --> 00:08:26.248 he came to me and became a flower 211 00:08:26.248 --> 00:08:30.563 In this context, calling out someone's name 212 00:08:30.563 --> 00:08:32.000 and making them a flower 213 00:08:32.000 --> 00:08:34.074 symbolizes discovering and recognizing 214 00:08:34.074 --> 00:08:36.000 the inherent value within them 215 00:08:36.000 --> 00:08:39.107 I believe that the true value of QA’s work is 216 00:08:39.107 --> 00:08:41.139 in uncovering and revealing 217 00:08:41.139 --> 00:08:42.548 the inherent value of the subject 218 00:08:42.548 --> 00:08:45.000 we are testing 219 00:08:45.000 --> 00:08:48.446 Now, let's explore 220 00:08:48.446 --> 00:08:51.257 why these QA tasks are essential 221 00:08:51.257 --> 00:08:53.000 and why game QA is necessary in game development 222 00:08:53.000 --> 00:08:56.947 In December 2020, the Polish studio CDPR 223 00:08:56.947 --> 00:08:58.921 released a highly famous game 224 00:08:58.921 --> 00:09:01.406 CDPR, known for its highly acclaimed The Witcher series 225 00:09:01.406 --> 00:09:03.506 released Cyberpunk 2077, in December 2020 226 00:09:03.506 --> 00:09:05.909 This game, with its ambitious vision 227 00:09:05.909 --> 00:09:08.376 aimed to make a significant impact in the sci-fi genre 228 00:09:08.376 --> 00:09:10.904 However, as many who read the news 229 00:09:10.904 --> 00:09:12.624 and remember will know 230 00:09:12.624 --> 00:09:14.651 the game faced numerous bugs 231 00:09:14.651 --> 00:09:18.129 and optimization issues after its release 232 00:09:18.129 --> 00:09:20.224 As a result, just 8 days after its release 233 00:09:20.224 --> 00:09:23.545 Sony's store issued a refund notice for the game 234 00:09:23.545 --> 00:09:25.391 The notice stated that 235 00:09:25.391 --> 00:09:28.297 full refunds would be given to everyone who purchased the game 236 00:09:28.297 --> 00:09:31.634 Additionally, the title was removed from the PlayStation Store 237 00:09:31.634 --> 00:09:34.020 The following day 238 00:09:34.020 --> 00:09:35.297 the Microsoft Store also issued a refund notice 239 00:09:35.297 --> 00:09:38.000 This reflected significant quality issues with the game 240 00:09:38.000 --> 00:09:42.703 Within two weeks of the release, CDPR's stock price dropped by 40% 241 00:09:42.703 --> 00:09:45.253 This is one of the most prominent examples of 242 00:09:45.253 --> 00:09:48.497 how poor quality can lead to 243 00:09:48.497 --> 00:09:50.455 significant financial and economic damage 244 00:09:50.455 --> 00:09:51.520 When considering 245 00:09:51.520 --> 00:09:53.297 how to prevent such issues 246 00:09:53.297 --> 00:09:56.256 one might think that extensive testing before release 247 00:09:56.256 --> 00:09:58.307 could cover these problems 248 00:09:58.307 --> 00:10:00.158 However 249 00:10:00.158 --> 00:10:03.515 gamers' expectations have significantly risen recently 250 00:10:03.515 --> 00:10:06.172 Simply having a game function when buttons are pressed 251 00:10:06.172 --> 00:10:08.941 isn’t enough for gamers to be satisfied 252 00:10:08.941 --> 00:10:11.190 To meet 253 00:10:11.190 --> 00:10:13.228 the high expectations of gamers 254 00:10:13.228 --> 00:10:15.842 traditional testing methods 255 00:10:15.842 --> 00:10:18.218 such as basic functional testing 256 00:10:18.218 --> 00:10:20.000 and a single pre-release test 257 00:10:20.000 --> 00:10:23.000 are no longer sufficient 258 00:10:23.000 --> 00:10:24.358 Recently 259 00:10:24.358 --> 00:10:26.337 the concept of Shift-left Testing has emerged 260 00:10:26.337 --> 00:10:29.142 It means that 261 00:10:29.142 --> 00:10:30.822 QA and testing stages need to move earlier in the development process 262 00:10:30.822 --> 00:10:34.000 The concept of integrating testing from the very beginning of development 263 00:10:34.000 --> 00:10:37.000 and planning has been emphasized more 264 00:10:37.000 --> 00:10:42.000 especially due to the issues faced with CDPR's Cyberpunk 2077 265 00:10:42.000 --> 00:10:43.354 The focus has also shifted to the development process 266 00:10:43.354 --> 00:10:46.119 and the overall culture 267 00:10:46.119 --> 00:10:48.673 CDPR had an internal QA team 268 00:10:48.673 --> 00:10:51.238 and also utilized a significant amount of external outsourcing 269 00:10:51.238 --> 00:10:54.000 In light of this, it’s essential for QA 270 00:10:54.000 --> 00:10:56.000 to maintain internal quality 271 00:10:56.000 --> 00:10:57.760 and prevent duplicated issues 272 00:10:57.760 --> 00:10:59.475 to meet the minimum standards 273 00:10:59.475 --> 00:11:01.325 To ensure these tasks are effectively managed 274 00:11:01.325 --> 00:11:03.000 it is crucial to implement proper systems and processes 275 00:11:03.000 --> 00:11:05.000 including configuration management 276 00:11:05.000 --> 00:11:07.526 Building systems that align with recent trends 277 00:11:07.526 --> 00:11:09.149 like Continuous Integration (CI) and Continuous Deployment (CD) is essential 278 00:11:09.149 --> 00:11:11.634 Understanding these practices has become increasingly important 279 00:11:11.634 --> 00:11:14.421 There are definitely engineers 280 00:11:14.421 --> 00:11:15.990 who specialize in these areas 281 00:11:15.990 --> 00:11:17.313 While QA professionals 282 00:11:17.313 --> 00:11:20.010 may not reach the level of infrastructure or process engineers 283 00:11:20.010 --> 00:11:22.545 having enough knowledge 284 00:11:22.545 --> 00:11:25.000 to communicate effectively 285 00:11:25.000 --> 00:11:26.678 with these specialists is important 286 00:11:26.678 --> 00:11:30.119 for smooth QA operations 287 00:11:30.119 --> 00:11:33.554 The issues with CDPR's Cyberpunk 2077 highlighted the importance of these aspects 288 00:11:33.554 --> 00:11:36.020 in QA and development processes 289 00:11:36.020 --> 00:11:39.653 For example, although we discussed Cyberpunk 2077 290 00:11:39.653 --> 00:11:42.168 the need for QA 291 00:11:42.168 --> 00:11:44.802 and the areas where QA needs to be effectively implemented 292 00:11:44.802 --> 00:11:46.268 are expanding increasingly 293 00:11:46.969 --> 00:11:50.434 Let's take a closer look at the types of game QA tasks 294 00:11:51.129 --> 00:11:52.708 the latest trends 295 00:11:52.708 --> 00:11:54.277 and the expanding areas in the field 296 00:11:54.277 --> 00:11:56.251 We will examine in more detail 297 00:11:56.251 --> 00:11:57.899 what game QA testers are doing, which aspects are being defined 298 00:11:57.899 --> 00:11:59.855 and how these aspects are being solidified 299 00:11:59.855 --> 00:12:01.407 First, let's take a look at the basic tasks 300 00:12:01.407 --> 00:12:03.109 that game QA (Quality Assurance) testers perform 301 00:12:03.109 --> 00:12:05.195 Game QA primarily focuses on ensuring the smooth launch of a game 302 00:12:05.195 --> 00:12:07.149 by addressing necessary requirements 303 00:12:07.149 --> 00:12:09.446 Additionally, after the launch 304 00:12:09.446 --> 00:12:11.362 they work on 305 00:12:11.362 --> 00:12:13.901 maintaining the quality levels 306 00:12:13.901 --> 00:12:15.366 needed for smooth operation of the service 307 00:12:15.366 --> 00:12:18.217 Broadly speaking 308 00:12:18.217 --> 00:12:20.248 the field can be divided into Development QA and Publishing QA 309 00:12:20.248 --> 00:12:23.099 Development QA 310 00:12:23.099 --> 00:12:25.549 as the name suggests 311 00:12:25.549 --> 00:12:27.356 contributes to the process of developing a game to the point where it can be launched 312 00:12:27.356 --> 00:12:31.000 Publishing QA, on the other hand 313 00:12:31.000 --> 00:12:34.267 involves the concept of launching and operating a game 314 00:12:34.267 --> 00:12:36.791 Therefore, the organization performing Publishing QA carries out tasks 315 00:12:36.791 --> 00:12:39.000 that align with these processes 316 00:12:39.000 --> 00:12:41.327 Broadly, Development QA primarily focuses on 317 00:12:41.327 --> 00:12:43.000 working closely with client and server developers 318 00:12:43.000 --> 00:12:45.168 as well as platform-related developers 319 00:12:45.168 --> 00:12:47.941 to ensure that 320 00:12:47.941 --> 00:12:50.535 the features they create function correctly 321 00:12:50.535 --> 00:12:52.385 This involves 322 00:12:52.385 --> 00:12:54.079 performing extensive functional testing 323 00:12:54.079 --> 00:12:57.406 Publishing QA professionals have a somewhat different perspective 324 00:12:57.406 --> 00:12:59.606 Publishing QA professionals are responsible 325 00:12:59.606 --> 00:13:01.792 for verifying whether the games that have been developed are ready 326 00:13:01.792 --> 00:13:03.871 to be serviced to customers 327 00:13:03.871 --> 00:13:06.782 Publishing QA focuses more on non-functional aspects 328 00:13:06.782 --> 00:13:08.693 such as performance testing and compatibility testing 329 00:13:08.693 --> 00:13:09.977 They assess whether the game 330 00:13:09.977 --> 00:13:12.703 developed by client and server developers 331 00:13:12.703 --> 00:13:14.768 performs smoothly and runs well 332 00:13:14.768 --> 00:13:19.000 across the various devices users might have 333 00:13:19.000 --> 00:13:21.674 Both areas, Development QA and Publishing QA 334 00:13:21.674 --> 00:13:23.238 share some common aspects 335 00:13:23.238 --> 00:13:26.644 Indeed, basic functionality and non-functionality are crucial 336 00:13:26.644 --> 00:13:29.782 For instance, if a game doesn't start when launched 337 00:13:29.782 --> 00:13:31.436 or if buttons don't respond when pressed 338 00:13:31.436 --> 00:13:34.366 it renders the game essentially useless, regardless of any other features 339 00:13:34.366 --> 00:13:35.969 Therefore 340 00:13:35.969 --> 00:13:38.000 it's essential to verify these basic functionalities before performing 341 00:13:38.000 --> 00:13:39.950 either functional or non-functional QA 342 00:13:39.950 --> 00:13:42.673 These aspects are considered common areas across both functional and non-functional QA 343 00:13:42.673 --> 00:13:44.616 These aspects are referred to as BVT (Build Verification Testing) 344 00:13:44.616 --> 00:13:46.832 or BAT (Build Acceptance Testing) 345 00:13:46.832 --> 00:13:49.208 We will explore these terms in more detail later 346 00:13:49.208 --> 00:13:53.366 As mentioned earlier, those involved in functional QA 347 00:13:53.366 --> 00:13:57.000 including game QA professionals, often focus heavily on performing functional testing 348 00:13:57.000 --> 00:14:00.000 As mentioned earlier, functional QA 349 00:14:00.000 --> 00:14:01.950 primarily involves verifying that the core client/server functionalities of the game 350 00:14:01.950 --> 00:14:03.337 essentially the foundational elements 351 00:14:03.337 --> 00:14:05.837 are implemented 352 00:14:05.837 --> 00:14:08.000 according to the initial requirements 353 00:14:08.000 --> 00:14:09.515 In some cases, testing is done in a build lab 354 00:14:09.515 --> 00:14:12.089 Recently, however 355 00:14:12.089 --> 00:14:14.089 editors like Unity and Unreal Engine are so well-developed 356 00:14:14.089 --> 00:14:15.822 that testing is often performed directly within these editors 357 00:14:15.822 --> 00:14:18.436 This distinguishes QA testing from developer testing 358 00:14:18.436 --> 00:14:22.832 Developer testing and game QA differ in several ways 359 00:14:22.832 --> 00:14:25.455 Developer testing is typically a light check 360 00:14:25.455 --> 00:14:26.891 performed by the developers themselves 361 00:14:26.891 --> 00:14:29.465 to quickly verify that 362 00:14:29.465 --> 00:14:31.135 the specific areas they’ve just coded 363 00:14:31.135 --> 00:14:32.891 are functioning correctly 364 00:14:32.891 --> 00:14:36.871 and development QA goes deeper than that 365 00:14:36.871 --> 00:14:38.891 it covers a broader and deeper range of testing 366 00:14:38.891 --> 00:14:41.545 It checks whether the requirements are properly implemented 367 00:14:41.545 --> 00:14:44.693 and verifies that desired functionalities work correctly 368 00:14:44.693 --> 00:14:48.148 at different build levels and unit stages 369 00:14:48.148 --> 00:14:50.536 However, Development QA must maintain close communication 370 00:14:50.536 --> 00:14:51.376 with developers at all times 371 00:14:51.376 --> 00:14:52.689 Development QA and functional QA are performed after developer testing is completed 372 00:14:52.689 --> 00:14:55.337 so working closely with developers is highly beneficial 373 00:14:55.337 --> 00:14:58.267 This proximity helps in promptly addressing issues 374 00:14:58.267 --> 00:14:59.366 and ensuring thorough testing 375 00:14:59.366 --> 00:15:02.535 From an ISTQB perspective 376 00:15:02.535 --> 00:15:05.000 the most common types of testing performed are 377 00:15:05.000 --> 00:15:07.096 unit testing 378 00:15:07.096 --> 00:15:08.366 and integration testing 379 00:15:08.366 --> 00:15:11.683 Unit testing involves 380 00:15:11.683 --> 00:15:13.812 checking whether a single unit or component functions correctly after it has been developed 381 00:15:13.812 --> 00:15:16.257 Following that, integration testing involves combining multiple units 382 00:15:16.257 --> 00:15:18.757 In integration testing 383 00:15:18.757 --> 00:15:21.000 you verify that the combined units perform 384 00:15:21.000 --> 00:15:23.188 their intended functions correctly and meet the required objectives 385 00:15:23.188 --> 00:15:25.924 Since Development QA 386 00:15:25.924 --> 00:15:27.149 works closely with developers 387 00:15:27.149 --> 00:15:28.718 the testing cycles and bug resolution periods 388 00:15:28.718 --> 00:15:30.000 are relatively short 389 00:15:30.000 --> 00:15:32.000 Testing can be done on an hourly basis 390 00:15:32.000 --> 00:15:33.400 when developers request 391 00:15:33.400 --> 00:15:35.000 immediate testing after coding changes 392 00:15:35.000 --> 00:15:37.600 QA testers promptly conduct tests 393 00:15:37.600 --> 00:15:39.198 and address any bugs that are found quickly 394 00:15:39.198 --> 00:15:42.367 On the other hand, working closely with developers 395 00:15:42.367 --> 00:15:43.850 often means using the same tools 396 00:15:43.850 --> 00:15:45.089 and development environments they use 397 00:15:45.089 --> 00:15:48.089 As mentioned earlier, QA often uses game engines 398 00:15:48.089 --> 00:15:51.000 and other development tools directly 399 00:15:51.000 --> 00:15:54.040 such as editors used by developers, for testing purposes 400 00:15:54.040 --> 00:15:56.172 This is one of the advantages 401 00:15:56.172 --> 00:15:58.604 for game developers 402 00:15:58.604 --> 00:16:00.347 who also perform QA 403 00:16:00.347 --> 00:16:03.099 Next, let’s look 404 00:16:03.099 --> 00:16:05.000 at Publishing QA, as mentioned earlier 405 00:16:05.000 --> 00:16:08.000 Publishing QA primarily focuses on non-functional QA tasks 406 00:16:08.000 --> 00:16:12.129 Development QA focuses on the "What" 407 00:16:12.129 --> 00:16:14.723 what the game software should do 408 00:16:14.723 --> 00:16:16.396 In contrast 409 00:16:16.396 --> 00:16:19.000 Publishing QA focuses 410 00:16:19.000 --> 00:16:21.000 more on the "How" 411 00:16:21.000 --> 00:16:23.812 Publishing QA focuses on how quickly 412 00:16:23.812 --> 00:16:26.505 and smoothly the game performs 413 00:16:26.505 --> 00:16:29.005 Publishing QA typically 414 00:16:29.005 --> 00:16:31.020 tests the game at the build level 415 00:16:31.020 --> 00:16:34.426 This is because users encounter the game in a specific build version 416 00:16:34.426 --> 00:16:36.376 so Publishing QA tests the game in that environment 417 00:16:36.376 --> 00:16:39.564 to ensure it meets quality standards for the end user 418 00:16:39.564 --> 00:16:41.643 According to ISTQB 419 00:16:41.643 --> 00:16:45.683 this level of testing corresponds to 420 00:16:45.683 --> 00:16:47.327 system-level testing 421 00:16:47.327 --> 00:16:50.802 After unit and integration tests are completed 422 00:16:50.802 --> 00:16:52.552 these components come together 423 00:16:52.552 --> 00:16:54.099 to form a larger system 424 00:16:54.099 --> 00:16:55.516 the system in this context 425 00:16:55.516 --> 00:16:56.980 can be considered as a single game build 426 00:16:56.980 --> 00:16:59.248 Publishing QA involves 427 00:16:59.248 --> 00:17:02.376 validating that the features and experiences 428 00:17:02.376 --> 00:17:06.000 we aim to provide through the game build 429 00:17:06.000 --> 00:17:08.564 are functioning smoothly and effectively 430 00:17:08.564 --> 00:17:11.436 Thus, Publishing QA involves performing basic functional testing 431 00:17:11.436 --> 00:17:15.832 Then, Publishing QA includes non-functional testing 432 00:17:15.832 --> 00:17:19.356 Recently, major game platforms 433 00:17:19.356 --> 00:17:20.525 like Google and Apple have become prominent 434 00:17:20.525 --> 00:17:23.775 Publishing QA also involves 435 00:17:23.775 --> 00:17:25.723 performing platform-specific validation tests 436 00:17:25.723 --> 00:17:29.337 to ensure the game meets the requirements set by platforms 437 00:17:29.337 --> 00:17:33.307 These tests typically have longer testing cycles 438 00:17:33.307 --> 00:17:35.257 and bug resolution periods 439 00:17:35.257 --> 00:17:37.000 compared to the shorter cycles seen in Development QA 440 00:17:37.000 --> 00:17:39.267 While not always the case 441 00:17:39.267 --> 00:17:42.347 the testing cycles and bug resolution periods in Publishing QA are generally longer, requiring a more extended approach 442 00:17:42.347 --> 00:17:45.228 And as mentioned earlier, those involved in functional QA 443 00:17:45.228 --> 00:17:46.421 Development QA professionals 444 00:17:46.421 --> 00:17:48.000 use various tools 445 00:17:48.000 --> 00:17:51.079 Recently, Publishing QA professionals are also increasingly using tools to support their testing processes 446 00:17:51.079 --> 00:17:52.679 Publishing QA professionals often use data-related tools 447 00:17:52.679 --> 00:17:55.495 which, while serving a slightly different purpose 448 00:17:55.495 --> 00:17:58.461 are varied and essential 449 00:17:58.461 --> 00:18:00.574 for their testing processes 450 00:18:00.574 --> 00:18:03.049 Let’s take a closer look at 451 00:18:03.049 --> 00:18:05.229 performance testing and compatibility testing 452 00:18:05.229 --> 00:18:07.406 which are key aspects of non-functional testing 453 00:18:07.406 --> 00:18:11.218 performed by Publishing QA 454 00:18:11.218 --> 00:18:14.368 Performance testing can be broadly divided into two categories 455 00:18:14.368 --> 00:18:16.416 client performance and server performance 456 00:18:16.416 --> 00:18:18.316 We’re focusing on 457 00:18:18.316 --> 00:18:20.554 general client performance testing at the moment 458 00:18:20.554 --> 00:18:23.188 In client performance testing 459 00:18:23.188 --> 00:18:26.330 you check how much resource consumption occurs on the device 460 00:18:26.330 --> 00:18:27.842 or terminal while the game is running 461 00:18:27.842 --> 00:18:29.638 In mobile games 462 00:18:29.638 --> 00:18:32.614 client performance testing primarily involves monitoring CPU usage and chipset performance 463 00:18:32.614 --> 00:18:35.000 You also check how much memory is used 464 00:18:35.000 --> 00:18:37.202 and monitor any associated issues 465 00:18:37.202 --> 00:18:40.395 like overheating due to resource consumption 466 00:18:40.395 --> 00:18:41.845 Some testers 467 00:18:41.845 --> 00:18:43.475 manually check these aspects 468 00:18:43.475 --> 00:18:46.228 but increasingly, performance tools are being used to monitor 469 00:18:46.228 --> 00:18:48.584 and assess these metrics more effectively 470 00:18:48.584 --> 00:18:51.000 Through performance testing 471 00:18:51.000 --> 00:18:53.317 you check for issues 472 00:18:53.317 --> 00:18:55.792 such as excessive resource usage 473 00:18:55.792 --> 00:18:58.822 that might cause lag on the game device 474 00:18:58.822 --> 00:19:01.753 or unexpected crashes 475 00:19:01.753 --> 00:19:04.248 Ultimately, the key is to ensure that 476 00:19:04.248 --> 00:19:06.475 the game runs smoothly and comfortably 477 00:19:06.475 --> 00:19:08.839 for users 478 00:19:08.839 --> 00:19:10.772 on the tested devices 479 00:19:10.772 --> 00:19:12.219 The core of client performance testing is to 480 00:19:12.219 --> 00:19:14.019 verify that the game delivers smooth performance 481 00:19:14.019 --> 00:19:16.000 on the client device 482 00:19:16.000 --> 00:19:18.269 Compatibility testing does overlap with 483 00:19:18.269 --> 00:19:20.158 performance testing to some extent 484 00:19:20.158 --> 00:19:22.490 Ultimately, compatibility testing focuses on 485 00:19:22.490 --> 00:19:25.703 ensuring that users can enjoy the game seamlessly 486 00:19:25.703 --> 00:19:27.505 In compatibility testing 487 00:19:27.505 --> 00:19:29.099 the focus is specifically on device compatibility 488 00:19:29.099 --> 00:19:33.535 With the vast number of devices available 489 00:19:33.535 --> 00:19:35.703 compatibility testing ensures that 490 00:19:35.703 --> 00:19:37.392 your game performs well across various devices 491 00:19:37.392 --> 00:19:39.257 when it is released 492 00:19:39.257 --> 00:19:41.455 There are many different brands and types of devices 493 00:19:41.455 --> 00:19:45.000 primarily categorized into Apple devices and Android devices 494 00:19:45.000 --> 00:19:49.000 In compatibility testing 495 00:19:49.000 --> 00:19:51.650 you prepare a diverse range of devices 496 00:19:51.650 --> 00:19:53.485 including various brands, chipsets, and display sizes 497 00:19:53.485 --> 00:19:55.000 You test the game 498 00:19:55.000 --> 00:19:57.000 to ensure that it doesn't suffer from issues 499 00:19:57.000 --> 00:20:00.337 like screen clipping 500 00:20:00.337 --> 00:20:02.037 or crashes 501 00:20:02.037 --> 00:20:03.620 on specific chipsets 502 00:20:03.620 --> 00:20:06.860 When launching a game globally 503 00:20:06.860 --> 00:20:09.360 different countries often use 504 00:20:09.360 --> 00:20:11.100 varying types of devices 505 00:20:11.100 --> 00:20:13.750 Compatibility testing ensures that 506 00:20:13.750 --> 00:20:15.840 the game runs smoothly on commonly used devices in different regions 507 00:20:15.840 --> 00:20:18.662 such as Southeast Asia or Europe 508 00:20:18.662 --> 00:20:20.340 and on devices 509 00:20:20.340 --> 00:20:21.905 with high market share 510 00:20:21.905 --> 00:20:24.820 This involves 511 00:20:24.820 --> 00:20:27.042 focusing on devices 512 00:20:27.042 --> 00:20:29.419 that are popular in each specific mark 513 00:20:29.419 --> 00:20:31.827 Among the publishing QAs that I mentioned earlier 514 00:20:31.827 --> 00:20:33.196 the third one I talked about 515 00:20:33.196 --> 00:20:34.380 is game platform testing 516 00:20:34.380 --> 00:20:37.806 It is a test to ensure that 517 00:20:37.806 --> 00:20:40.738 we can meet the standards 518 00:20:40.738 --> 00:20:42.279 required by platform providers like Apple or Google 519 00:20:42.279 --> 00:20:45.279 So, there are various platforms and stores 520 00:20:45.279 --> 00:20:47.680 where the game can run, most notably the Apple Store, Google Play Store 521 00:20:47.680 --> 00:20:49.971 as well as other game platforms 522 00:20:49.971 --> 00:20:51.560 like Steam and PlayStation 523 00:20:51.560 --> 00:20:53.710 These platform providers have basic requirements 524 00:20:53.710 --> 00:20:55.799 for functionality and specifications 525 00:20:55.799 --> 00:20:57.303 So, in order to release our game 526 00:20:57.303 --> 00:20:59.160 we need to meet these standards 527 00:20:59.160 --> 00:21:02.237 We verify whether our game 528 00:21:02.237 --> 00:21:05.540 meets these specifications and functions smoothly 529 00:21:05.540 --> 00:21:08.639 One of the crucial aspects of this test is that 530 00:21:08.639 --> 00:21:10.717 if we fail to pass it 531 00:21:10.717 --> 00:21:11.980 we won't be able to release the game on that store 532 00:21:11.980 --> 00:21:13.860 Therefore, since we can't launch the game otherwise 533 00:21:13.860 --> 00:21:16.866 we must always ensure that 534 00:21:16.866 --> 00:21:18.300 these requirements are properly applied 535 00:21:18.300 --> 00:21:21.000 Recently, these standards have become relatively more flexible 536 00:21:21.000 --> 00:21:23.900 compared to before 537 00:21:23.900 --> 00:21:26.580 but they still remain one of the important aspects 538 00:21:26.580 --> 00:21:28.437 Each platform store considers these aspects 539 00:21:28.437 --> 00:21:30.116 very important 540 00:21:30.116 --> 00:21:32.480 so they provide their own quality guidelines 541 00:21:32.480 --> 00:21:34.480 So, there are guidelines provided by each store 542 00:21:34.480 --> 00:21:36.308 that specify what needs to be met in order to release the game 543 00:21:36.308 --> 00:21:38.199 Based on these guidelines 544 00:21:38.199 --> 00:21:39.752 you create 545 00:21:39.752 --> 00:21:42.480 and execute test cases 546 00:21:42.480 --> 00:21:46.487 Now, I've talked about the tests 547 00:21:46.487 --> 00:21:49.440 performed by both development QA and publishing QA 548 00:21:49.440 --> 00:21:52.919 Earlier, I mentioned that 549 00:21:52.919 --> 00:21:54.219 both development QA and publishing QA perform tests on the most basic functions 550 00:21:54.219 --> 00:21:55.959 as a common area 551 00:21:55.959 --> 00:21:59.180 At that time, I used the terms BVT and BAT 552 00:21:59.180 --> 00:22:02.699 In fact, these terms are often used interchangeably 553 00:22:02.699 --> 00:22:05.339 and their dictionary definitions aren't always applied 100% accurately 554 00:22:05.339 --> 00:22:08.500 Different companies and organizations might use these terms slightly differently 555 00:22:08.500 --> 00:22:10.771 but generally 556 00:22:10.771 --> 00:22:11.921 we've adopted specific meanings for them 557 00:22:11.921 --> 00:22:13.779 in our organization 558 00:22:13.779 --> 00:22:16.660 BVT stands for Build Verification Test 559 00:22:16.660 --> 00:22:20.509 It's essentially about verifying 560 00:22:20.509 --> 00:22:23.539 whether the build itself has the basic minimum functionalities 561 00:22:23.539 --> 00:22:25.115 and whether it serves its purpose 562 00:22:25.115 --> 00:22:26.800 as a build 563 00:22:26.800 --> 00:22:29.408 So, before the development QA team 564 00:22:29.408 --> 00:22:31.688 distributes the initial build 565 00:22:31.688 --> 00:22:33.022 they perform basic functionality tests 566 00:22:33.022 --> 00:22:36.130 such as checking operations, attacks 567 00:22:36.130 --> 00:22:38.499 and stage transitions 568 00:22:38.499 --> 00:22:41.320 to ensure that the build is ready for the next round of testing 569 00:22:41.320 --> 00:22:44.399 The 'next tests' usually refer to 570 00:22:44.399 --> 00:22:47.839 the subsequent level of testing 571 00:22:47.839 --> 00:22:50.289 conducted by other teams 572 00:22:50.289 --> 00:22:52.035 once the build is distributed 573 00:22:52.035 --> 00:22:53.985 Next is BAT 574 00:22:53.985 --> 00:22:55.979 which stands for Build Acceptance Test 575 00:22:55.979 --> 00:22:58.020 So, when a build is received 576 00:22:58.020 --> 00:23:00.259 the BAT is conducted by the receiving team 577 00:23:00.259 --> 00:23:03.419 to confirm that the build is indeed testable 578 00:23:03.419 --> 00:23:04.898 and can be used for further testing 579 00:23:04.898 --> 00:23:08.367 Typically, this is performed by the publishing QA team 580 00:23:08.367 --> 00:23:10.579 After the development QA team completes the BVT 581 00:23:10.579 --> 00:23:12.097 and hands over the build 582 00:23:12.097 --> 00:23:13.449 the publishing QA team typically performs a BAT 583 00:23:13.449 --> 00:23:15.020 with almost the same content 584 00:23:15.020 --> 00:23:16.920 So, as mentioned 585 00:23:16.920 --> 00:23:18.977 this confirms that the basic functionalities are indeed working well 586 00:23:18.977 --> 00:23:20.277 Based on that 587 00:23:20.277 --> 00:23:23.961 we then proceed with performance and compatibility testing 588 00:23:23.961 --> 00:23:26.320 using it as the starting point 589 00:23:26.320 --> 00:23:28.880 Up to this point 590 00:23:28.880 --> 00:23:30.424 I've provided a brief overview of the definition of game QA 591 00:23:30.424 --> 00:23:32.279 and the tasks involved in game QA 592 00:23:32.279 --> 00:23:34.679 Please keep in mind that 593 00:23:34.679 --> 00:23:36.600 not everything I've mentioned applies 100% universally 594 00:23:36.600 --> 00:23:38.850 as practices can vary slightly 595 00:23:38.850 --> 00:23:40.360 from organization to organization 596 00:23:40.360 --> 00:23:43.240 The most characteristic keyword would be 'data' 597 00:23:43.240 --> 00:23:46.679 Recently, AI is indeed one of the hottest trends 598 00:23:46.679 --> 00:23:49.860 but data can be seen as a larger category that encompasses AI and other trends 599 00:23:49.860 --> 00:23:52.580 The game industry is evolving rapidly 600 00:23:52.580 --> 00:23:54.100 Both gamers 601 00:23:54.100 --> 00:23:55.174 and game developers are 602 00:23:55.174 --> 00:23:57.139 likely feeling these changes very acutely 603 00:23:57.139 --> 00:24:00.460 In 1972, there was a game called Pong 604 00:24:00.460 --> 00:24:03.059 created by Atari, which caused a global sensation 605 00:24:03.059 --> 00:24:06.619 It was a game similar to table tennis 606 00:24:06.619 --> 00:24:11.500 where players hit a white ball back and forth, trying to make the opponent miss 607 00:24:11.500 --> 00:24:13.779 It’s a game from about 50 years ago 608 00:24:13.779 --> 00:24:15.979 If we consider that as the starting point for games 609 00:24:15.979 --> 00:24:17.679 then take something 610 00:24:17.679 --> 00:24:18.839 like League of Legends 611 00:24:18.839 --> 00:24:21.279 which has already been out for over 10 years 612 00:24:21.279 --> 00:24:24.320 It was released in 2009 and was quite an innovative game 613 00:24:24.320 --> 00:24:26.239 League of Legends remains 614 00:24:26.239 --> 00:24:29.640 a dominant force in PC gaming 615 00:24:29.640 --> 00:24:31.810 Meanwhile, there are also rapidly evolving mobile games 616 00:24:31.810 --> 00:24:33.279 like Cookie Run Kingdom 617 00:24:33.279 --> 00:24:35.329 and new games 618 00:24:35.329 --> 00:24:37.239 boasting impressive and vibrant resources are constantly emerging 619 00:24:37.239 --> 00:24:41.450 The pace of change is accelerating 620 00:24:41.450 --> 00:24:43.341 Game QA methods are also evolving 621 00:24:43.341 --> 00:24:46.380 to keep pace with this speed of change 622 00:24:46.380 --> 00:24:48.420 While games are changing rapidly 623 00:24:48.420 --> 00:24:51.059 user environments are also becoming increasingly complex 624 00:24:51.059 --> 00:24:54.659 The mobile phones and devices you use 625 00:24:54.659 --> 00:24:57.179 are likely to become even more diverse 626 00:24:57.179 --> 00:24:59.660 The replacement cycles are also getting shorter 627 00:24:59.660 --> 00:25:01.420 and ensuring that mobile games run well 628 00:25:01.420 --> 00:25:03.100 on all these devices 629 00:25:03.100 --> 00:25:05.540 is one of the responsibilities of QA 630 00:25:05.540 --> 00:25:09.019 Nowadays, people are spending significantly more money on games compared to the past 631 00:25:09.019 --> 00:25:11.339 with more people making in-game purchases 632 00:25:11.339 --> 00:25:13.200 these elements have become quite critical 633 00:25:13.200 --> 00:25:16.959 With many people now spending real money on games 634 00:25:16.959 --> 00:25:20.519 beyond just treating them as a hobby 635 00:25:20.519 --> 00:25:23.760 in-game purchases 636 00:25:23.760 --> 00:25:25.541 and payments have become 637 00:25:25.541 --> 00:25:27.950 very important 638 00:25:27.950 --> 00:25:29.720 for both players and developers 639 00:25:29.720 --> 00:25:32.394 As a result 640 00:25:32.394 --> 00:25:34.640 the work of QA becomes increasingly important 641 00:25:34.640 --> 00:25:36.320 For example, when it comes to spending money 642 00:25:36.320 --> 00:25:38.239 there’s a need for more thorough QA to ensure everything is functioning properly 643 00:25:38.239 --> 00:25:40.679 In the past, the mission of QA was to perform 644 00:25:40.679 --> 00:25:43.100 as many tests as possible 645 00:25:43.100 --> 00:25:46.299 to simply reduce the number of defects 646 00:25:46.299 --> 00:25:48.739 Back in the day, the trend was to conduct full testing 647 00:25:48.739 --> 00:25:52.100 for two to three months before release 648 00:25:52.100 --> 00:25:54.459 aiming to reduce defects to below ten 649 00:25:54.459 --> 00:25:57.500 before launching the game 650 00:25:57.500 --> 00:26:00.420 Those practices are now gradually changing 651 00:26:00.420 --> 00:26:02.100 With faster launch cycles 652 00:26:02.100 --> 00:26:03.700 and frequent updates 653 00:26:03.700 --> 00:26:05.500 sometimes two or three times a month 654 00:26:05.500 --> 00:26:07.660 conducting tests only two or three times 655 00:26:07.660 --> 00:26:08.859 becomes less meaningful 656 00:26:08.859 --> 00:26:12.760 Therefore, testing needs to be executed quickly 657 00:26:12.760 --> 00:26:15.839 and during operations 658 00:26:15.839 --> 00:26:17.320 live issues often arise that need to be addressed continuously 659 00:26:17.320 --> 00:26:19.920 This means that issues need to be fixed and deployed quickly 660 00:26:19.920 --> 00:26:21.720 leading to significant changes 661 00:26:21.720 --> 00:26:23.279 in the role of game QA 662 00:26:23.279 --> 00:26:26.559 Ultimately, QA teams are involved 663 00:26:26.559 --> 00:26:28.359 in every aspect of quality 664 00:26:28.359 --> 00:26:31.359 related to game development and service 665 00:26:31.359 --> 00:26:33.559 In the past 666 00:26:33.559 --> 00:26:35.399 the role of game QA was crucial before release 667 00:26:35.399 --> 00:26:37.641 but now QA is important 668 00:26:37.641 --> 00:26:39.299 throughout the entire lifecycle of the game 669 00:26:39.299 --> 00:26:40.899 from launch to the end of its service 670 00:26:40.899 --> 00:26:43.500 ensuring high-quality service 671 00:26:43.500 --> 00:26:46.161 at all stages 672 00:26:46.161 --> 00:26:48.619 Let’s take a closer look at 673 00:26:48.619 --> 00:26:50.500 how the role of QA is evolving 674 00:26:50.500 --> 00:26:52.019 and the underlying reasons 675 00:26:52.019 --> 00:26:53.459 for these changes 676 00:26:53.459 --> 00:26:55.052 You've probably heard of game engines 677 00:26:55.052 --> 00:26:56.380 like Unity and Unreal 678 00:26:56.380 --> 00:26:59.540 Recently, game development across platforms 679 00:26:59.540 --> 00:27:02.660 whether mobile, PC, or others 680 00:27:02.660 --> 00:27:06.480 is often based on game engines like Unity or Unreal 681 00:27:06.480 --> 00:27:10.420 As a result, the basic functionalities provided by game engines 682 00:27:10.420 --> 00:27:12.769 are often covered to a sufficient extent 683 00:27:12.769 --> 00:27:14.733 reducing the need for deep testing by QA 684 00:27:14.733 --> 00:27:16.799 Basic functions like movement and attacks 685 00:27:16.799 --> 00:27:19.959 are covered by the engine 686 00:27:19.959 --> 00:27:22.200 so QA no longer needs to spend 687 00:27:22.200 --> 00:27:23.480 as much effort 688 00:27:23.480 --> 00:27:25.679 on testing these fundamental features as they did in the past 689 00:27:25.679 --> 00:27:28.440 Because these engines are now more accessible 690 00:27:28.440 --> 00:27:30.317 developers previously found it 691 00:27:30.317 --> 00:27:31.959 quite challenging to work with them 692 00:27:31.959 --> 00:27:34.079 However, nowadays, since engines are easy to install 693 00:27:34.079 --> 00:27:35.799 and use 694 00:27:35.799 --> 00:27:38.420 QA teams are also frequently working with these editors 695 00:27:38.420 --> 00:27:40.899 With the ability to develop and test 696 00:27:40.899 --> 00:27:43.420 in the same environment 697 00:27:43.420 --> 00:27:45.700 our work efficiency has greatly improved 698 00:27:45.700 --> 00:27:47.809 Not only editors but also various development tools 699 00:27:47.809 --> 00:27:49.339 have become widely used 700 00:27:49.339 --> 00:27:52.770 We now have environments where we can perform simple coding 701 00:27:52.770 --> 00:27:54.158 and to utilize data 702 00:27:54.158 --> 00:27:56.619 tools like Kibana are necessary 703 00:27:56.619 --> 00:27:58.739 In the past, accessing these tools 704 00:27:58.739 --> 00:28:00.299 was not very easy for QA teams 705 00:28:00.299 --> 00:28:03.140 Now, with increased needs 706 00:28:03.140 --> 00:28:05.311 and established environments 707 00:28:05.311 --> 00:28:07.981 we can easily access and use many tools 708 00:28:07.981 --> 00:28:10.368 Earlier 709 00:28:10.368 --> 00:28:12.320 I mentioned functional and non-functional areas 710 00:28:12.320 --> 00:28:14.799 but from a different perspective 711 00:28:14.799 --> 00:28:18.679 terms like 'data' and 'QAOps' have started to emerge 712 00:28:18.679 --> 00:28:20.040 These areas have now expanded 713 00:28:20.040 --> 00:28:22.559 to include such concepts 714 00:28:22.559 --> 00:28:24.920 The term 'QAOps' 715 00:28:24.920 --> 00:28:26.799 is becoming more trendy 716 00:28:26.799 --> 00:28:28.200 In QA work 717 00:28:28.200 --> 00:28:29.839 we often need various tools 718 00:28:29.839 --> 00:28:31.399 such as editors 719 00:28:31.399 --> 00:28:33.969 and separate environments 720 00:28:33.969 --> 00:28:35.500 for testing 721 00:28:35.500 --> 00:28:37.380 In the past 722 00:28:37.380 --> 00:28:39.460 we relied heavily on engineers to handle those aspects 723 00:28:39.460 --> 00:28:42.219 Engineers used to handle tasks beyond their regular duties 724 00:28:42.219 --> 00:28:44.170 such as setting up environments 725 00:28:44.170 --> 00:28:47.340 needed for QA testing 726 00:28:47.340 --> 00:28:49.460 Recently, however 727 00:28:49.460 --> 00:28:51.739 QA teams themselves have become capable of 728 00:28:51.739 --> 00:28:54.059 managing these tasks directly 729 00:28:54.059 --> 00:28:56.419 Tasks that QA teams can handle directly 730 00:28:56.419 --> 00:28:58.389 are referred to as QAOps 731 00:28:58.389 --> 00:29:01.130 That's why 732 00:29:01.130 --> 00:29:02.919 our organization has set the goal of 733 00:29:02.919 --> 00:29:04.400 implementing QAOps practices 734 00:29:04.400 --> 00:29:06.640 We're making significant efforts to achieve this 735 00:29:06.640 --> 00:29:09.440 And now the keyword "data" keeps coming up 736 00:29:09.440 --> 00:29:11.479 but actually, the best example of this data is probably 737 00:29:11.479 --> 00:29:14.067 game login information 738 00:29:14.067 --> 00:29:17.159 In the past, I thought that leaving behind 739 00:29:17.159 --> 00:29:20.039 such game logs was almost systemically impossible 740 00:29:20.039 --> 00:29:22.520 Recently, as the cost of infrastructure and related resources 741 00:29:22.520 --> 00:29:23.679 has decreased 742 00:29:23.679 --> 00:29:26.039 and the quality of infrastructure environments has improved 743 00:29:26.039 --> 00:29:28.719 it has become possible to effectively maintain 744 00:29:28.719 --> 00:29:30.391 and utilize a large volume of logs 745 00:29:30.391 --> 00:29:32.780 We now embed logs for every possible action 746 00:29:32.780 --> 00:29:33.780 and, through log search tools 747 00:29:33.780 --> 00:29:36.380 like Kibana 748 00:29:36.380 --> 00:29:38.380 we can query the conditions we need 749 00:29:38.380 --> 00:29:39.859 and search to see 750 00:29:39.859 --> 00:29:41.580 what data has been recorded 751 00:29:41.580 --> 00:29:43.940 In practice, QA teams now directly review such data 752 00:29:43.940 --> 00:29:45.659 by performing log QA 753 00:29:45.659 --> 00:29:46.820 They've been able to see it 754 00:29:46.820 --> 00:29:48.580 Not only game logs 755 00:29:48.580 --> 00:29:50.619 but also one of the tools 756 00:29:50.619 --> 00:29:52.140 we heavily use in live QA 757 00:29:52.140 --> 00:29:54.539 is Google Crashlytics, now part of Firebase 758 00:29:54.539 --> 00:29:57.340 We use Crashlytics within Firebase 759 00:29:57.340 --> 00:29:59.140 for quality monitoring 760 00:29:59.140 --> 00:30:04.679 So, with this tool 761 00:30:04.679 --> 00:30:07.640 we can immediately monitor 762 00:30:07.640 --> 00:30:10.640 if crashes increase or if unusual symptoms are observed on specific devices 763 00:30:10.640 --> 00:30:14.039 These tools also indicate 764 00:30:14.039 --> 00:30:16.159 which part of the game is experiencing issues 765 00:30:16.159 --> 00:30:18.009 allowing us to quickly communicate this to developers and enable rapid fixes 766 00:30:18.009 --> 00:30:20.440 It has become possible to fix issues quickly 767 00:30:20.440 --> 00:30:24.239 All of this has become possible because of the data 768 00:30:24.239 --> 00:30:27.760 In a very short time 769 00:30:27.760 --> 00:30:28.959 I briefly covered what game QA involves 770 00:30:28.959 --> 00:30:30.179 what tasks it includes 771 00:30:30.179 --> 00:30:32.659 and how recent trends 772 00:30:32.659 --> 00:30:37.460 represented by data are evolving 773 00:30:37.460 --> 00:30:39.140 As I've mentioned several times 774 00:30:39.140 --> 00:30:43.539 these concepts cannot be defined with 100% uniform value 775 00:30:43.539 --> 00:30:45.539 or meaning across all organizations 776 00:30:45.539 --> 00:30:47.820 So, when listening to the lecture 777 00:30:47.820 --> 00:30:48.979 it would be helpful for the audience to use it as a reference 778 00:30:48.979 --> 00:30:51.299 for understanding what game QA is 779 00:30:51.299 --> 00:30:53.219 developing their own perspectives 780 00:30:53.219 --> 00:30:55.739 and organizing their tasks 781 00:30:55.739 --> 00:30:59.320 They should consider these insights 782 00:30:59.320 --> 00:31:01.880 as part of their broader understanding and application 783 00:31:01.880 --> 00:31:04.559 Alright, we'll conclude the lecture here 784 00:31:04.559 --> 00:31:05.559 Thank you 785 00:31:06.339 --> 00:31:08.939 Definition and Importance of Game QA Definition of Game QA: A metric that quantitatively and qualitatively represents how well a developer's intentions are conveyed to the user 786 00:31:08.939 --> 00:31:09.789 It is primarily evolving into a form that helps ensure high quality for products and services through testing 787 00:31:09.789 --> 00:31:11.539 Importance of Game QA: The traditional concept of QA as merely testing before release is insufficient to meet the high expectations of today's game users 788 00:31:11.539 --> 00:31:13.288 The development process and culture also significantly impact the quality of the product The areas where QA is needed and the scope of effective QA are increasingly expanding 789 00:31:13.290 --> 00:31:15.240 Types of Game QA Tasks and Latest Trends Types of Game QA Tasks: Development QA verifies that client/server functions are implemented according to requirements in the development environment 790 00:31:15.240 --> 00:31:17.240 Publishing QA: Conducts tests to ensure that the build meets the quality standards required for launch Performance Testing: Tests to determine how many resources are consumed when running the game on different devices 791 00:31:17.240 --> 00:31:18.101 Compatibility Testing: Tests to determine the range of devices on which the game can run smoothly 792 00:31:18.101 --> 00:31:18.942 BAT (Build Acceptance Testing): Conducted before deploying the build in development QA to ensure that basic functions are operational and that subsequent testing can proceed 793 00:31:18.942 --> 00:31:19.744 BVT (Build Verification Testing): In publishing QA, verifies the testability of a build before starting the testing process after receiving the build 794 00:31:19.744 --> 00:31:21.164 Trends in Game QA Providing Objective Data Through Analytics Developing specialized fields like QAOps that are technically advanced and distinct 795 00:31:21.164 --> 00:31:22.164 The End