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Quality Assurance and Game Jam Results! - May 28 @ 2PM ET

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    [LIVESTREAM] Quality Assurance and Game Jam Results! - May 28 @ 2PM ET

    At Epic, we strive for quality in each release of Unreal Engine. With 4.8 right around the corner, we figured it's about time we give you all a look into how we approach testing and give you tops on how you can go about testing your games when the time comes.

    ALSO! We've got the results in from the May #ue4jam. Tune in to check out the winning games.

    WHAT

    QA Leads Nick and Chelsea discuss testing methodology with Community Manager Chance Ivey and General Manager Ray Davis. The team also highlights the top projects in May's Unreal Engine game jam.

    WHEN
    Thursday, May. 28 @ 2PM ET - [Countdown]

    WHERE
    www.twitch.tv/unrealengine

    WHO
    Chance Ivey - Community Manager - @iveytron
    Nick Bullard-Bradley - QA Lead - @nickbullard
    Chelsea Curran - QA Lead - @curran_sea
    Ray Davis - General Manager - @EpicRayD


    Questions? Let's hear em!

    Edit: The YouTube archive is now available here

    Last edited by Chance Ivey; 06-01-2015, 11:21 AM.
    Let's Connect [Twitter]

    #2
    Thanks for the great stream, this kind of information is priceless.

    [Questions]

    1. How can we drive crash logs and play logs to our own server especially for teams that playtest remotely

    2. Sending crash logs, can we use the same template that epic uses and how does that concern privacy laws?

    Thanks for everything! =)
    W3 Studios

    Comment


      #3
      Originally posted by Devero View Post
      1. How can we drive crash logs and play logs to our own server especially for teams that playtest remotely
      10000000000000000000000000% this.

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        #4
        [Question]

        How is the engine QA team structured? (Do certain people specialize in one aspect of the engine?)

        What are the most tedious test-cases?

        Does your team do any Ad hoc testing?

        Comment


          #5
          Hi,
          1. How can we drive crash logs and play logs to our own server especially for teams that playtest remotely
          Good question, it's something very interesting . If it's something possible , please make documentation.

          Thank

          Comment


            #6
            [QUESTIONS]
            1. How do we read crash reports? As a content only user every time I see a crash report I just scratch my head and click the submit button. Is there any information that you have internal or public that could help with figuring out what happened? That's one of my biggest fear, releasing a project and end up getting crash reports submitted but not being able to understand what they mean or how I can fix it.

            2. Not sure if this question is 100% related, but when do you go from an alpha to beta to a finished product? Do you have any guidelines for this at EPIC? What is EPIC's definition to these words?

            3. Is QA really as bad as people say it is and how do you know if you have any talent for QA? I mean who haven't dreamed of getting paid to play test games

            Comment


              #7
              very interested to hear more about epic's QA

              are people on the QA team involved in making games with ue4? if not they really should, it might open their eyes a bit to whats its actually like to work with.
              never managed to get past about 15 minutes editor work without a crash since maybe 4.4/4.5
              tegleg.co.uk - indie electronic music label
              Android + HTML5 WIP Physics Game
              PC Games - Android Apps

              Comment


                #8
                What methods and/or processes do you use at Epic to test your software? What skills do yo look for in someone trying to get a job in your QA department?

                Comment

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