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

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Fri, 8 May 2009 10:31:25 -0700

yeah basically keep track of whats left for the current milestone, if anyone
is blocked from working by anyone else, trying to get tasks re-arranged in
priority to make it all work smoother.

probably manage the bug database (make sure bugs are getting assigned to the
right people)

whatever else we can think of that would help us do our jobs more
efficiently (:
On Fri, May 8, 2009 at 9:51 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:

> 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! (:

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