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MGS Testing

MGS Testing. A High Level Overview of Testing in Microsoft Games Studio Joe Djorgee – Test Lead. Today’s Topics. Staffing Philosophy Testing Roles Basic Org Structure Specialized Test L a bs On-Boarding Program Why Quality Test Talent is Important Working with Partners

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MGS Testing

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  1. MGS Testing A High Level Overview of Testing in Microsoft Games Studio Joe Djorgee – Test Lead

  2. Today’s Topics • Staffing Philosophy • Testing Roles • Basic Org Structure • Specialized Test Labs • On-Boarding Program • Why Quality Test Talent is Important • Working with Partners • Test's Role in the Cycle • Automation

  3. Staffing Philosophy • Involve the right Testing at the right time: • Emphasize early involvement of Test in product development… “Test Upstream” • Keep a smaller team of FTE in place longer, ramp up when RTM is more predictable, hold off on using large Testers resources until end of cycle • Harness benefits of centralization by sharing technologies and methods, moving resources as needed, focusing training, and removing redundancies • Minimize overtime and avoid “carrying the standing army” due to late project slips • Encourage small onsite Testing for external development partners – they act as first line of Testing for BVT’s, milestone drops, and as GTO liaisons

  4. Testing Roles • Full Time Test Manager • Manages the teams for multiple projects • Project Test Lead • Responsible for Test efforts for a specific project • Software Dev Engineer (Shared) • Spend ~85% of time coding/scripting tools/automation for specific title • Software Dev Engineer in Test (SDET) • Spend ~25% of time coding/scripting, own specific Test areas and report results from Test Passes • Testers (STE/TA) • Creates and executes Test Cases, play through game, runs specified Test Passes • Can be full time or temporary Testers • Core, Core Assist, Play Testers • Specialized Labs • PC Compatibility Lab • Multiplayer/Network Lab

  5. Basic Org Structure

  6. Specialized Labs • PC Configuration (Config) Lab • Testing on the highest possible market share percentage of computer hardware and OEM systems • Extensive, in depth product Testing under all supported operating systems against a vast array of hardware driver versions • Work with other internal teams (Beta, PSS) to track, reproduce and regress all real world bugs • Extensive coverage on input devices as well (game controllers, carious keyboards, mice, etc.) • Muliplayer/Networking Labs • Provides a clean lab environment to Test multiplayer functionality • Scheduled Passes on various connections and hardware • Focuses on technical network configurations and connection issues

  7. Temporary Tester On-Boarding Program • Formal on-boarding is provided to all new Testers in their first week on assignment • The on-boarding program contains a lot of information • Helps our temporary Testers learn the tools and processes required to effectively Test our titles • How do I do this? • What is this? • Why am I doing this? • What does success mean? • Areas covered during this process include • An overview of the game development cycle • Bug writing • General Testing principles • Assessment • Facilitator is present to assist new temporary Testers and assess skill level • Evaluations/final exam are required at the end of each section

  8. Why Quality Test Talent is Important • Testing of titles is growing increasingly complex and challenging, and a high performing and proactive team is necessary for predictable RTM’s • Test teams are doing more than just verifying reliability and functionality • Higher skilled teams arguably reduce costs in other more expensive functions (i.e. dev)

  9. Working with Partners • Establish strong working relationship with Developer point of contact(s) • Daily/weekly status • Direct phone/video conferences • Sync up on project issues by using a single bug database • Test Pass summaries – Milestones, Performance, Certification • Provide gameplay and Design feedback • Share Test tools • Acclimate Partner to MS processes

  10. Test's Role in the Cycle • Testing is an end to end process occurring throughout the product cycle • Early Test involvement exposes issues early, when they are least costly… “Testing Upstream” • Test assessment is critical to accurate forecasting, planning and production • A portion of the Testing complements the efforts of other disciplines - Localization, Play balancing, Usability, Audio, Fun, etc.

  11. Automation • Automation helps to improve Test coverage and efficiency • Microsoft has a long history of engineering Test solutions • Test and Dev teams work to implement hooks to aid Test efforts

  12. Automation • Infrastructure Examples • Distributed automation frameworks • Build recognition, replication, and distribution tools • Build creation and compile tools • Coding our own debug hooks • Test Case managers • Test Case generators and optimizers

  13. Automation • Administrative/Productivity Examples • Game event tracking and coverage tools • Bug filing and reproduction tools • Automated bug frequency tracking used to help determine fix priorities • Visual reporting techniques • Consistent Task Management system for Testers • Resource usage reporting

  14. Automation Examples

  15. Automation Examples

  16. Automation Examples

  17. Questions?

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