[project1dev] Re: We have a QA department yay!

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Fri, 8 May 2009 09:51:46 -0700

What would the producer do if we don't have a schedule?  Organization?

Our team is getting pretty big now

On Fri, May 8, 2009 at 9:18 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> Oh and i forgot the OTHER department :P
> Production:
> Pros - keeps things organized, manages the schedule, helps you if you need
> it (like if you need some code done to do something they go talk to the
> coders to make sure you get it by the time you need it), does the grunt work
> of filling in where needed (ie making up the manual for the game if no one
> else will, doing tedious data entry tasks etc).
> Cons - Their ass is on the line for the schedule being met so they can get
> a lil pushy and non understanding about delays :P
> I've been kind of acting as producer w/ keeping a list of whats left to be
> done for the milestones etc.  Hopefully as we start the next milestone or
> so, our buddy Travis will be our producer.  He's a cool, friendly guy so i
> think it'd work out pretty well (:
> On Fri, May 8, 2009 at 8:43 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>> Ok so our game is getting to the point already where having some QA would
>> help.
>> In game dev, much like the government, the different departments act kind
>> of like a balance of power.
>> Here's a tongue in cheek caricature of the different departments and how
>> they work together hehehe
>> Design:
>> Pros - makes the game BE AWESOME!
>> Cons - asks for impossible things on a whim then changes their mind when
>> they see them.
>> Art:
>> Pros - makes the game LOOK AWESOME!
>> Cons - uses up all your RAM budget and CPU time on a single, perfectly
>> awesome, uber poly count animated model.
>> Coding:
>> Pros - makes stuff work
>> Cons - makes stuff NOT work, tells you everything is impossible, and that
>> your art takes too much memory and CPU time (hahahah)
>> QA:
>> Pros - Ensures that crazy special cases have been thought of, that nothing
>> is broken, and that things make sense to players who have never seen the
>> game before.
>> Cons - wants to do designs job for them
>> (Kent you as a scripter live in 2 worlds, both in coding and design hehe)
>> LOL ok so now that I've offended everyone I'd like to announce that Chris
>> R is going to be our Head of QA! (:
>> YAY!
>> We'll probably be grabbing i think like 2 or 3 more testers as time goes
>> on and he'll be coordinating their efforts to make sure our game isn't buggy
>> etc.
>> It's going to be a rough task for this kind of a game but I'm glad he's up
>> to it.
>> You rock Chris thanks for taking this on! (:

Other related posts: