Contents
Software Testing for Games
Managing Risk and Quality in Modern Game Production
Software Testing for Games reframes testing from a passive "bug-finding" activity into a professional engineering discipline focused on risk management. In an era of massive game worlds and live-service updates, human playtesting alone is no longer enough to guarantee a stable player experience.
This book explores how to combine automated testing, player-impersonating bots, and rigorous manual checks into a unified quality strategy that catches catastrophic failures before they reach the public.
Key Ideas
- Verification vs. Validation: Ensuring you are building the feature correctly (matching technical specs) while also building the right feature (producing the intended player experience).
- Risk-Based Testing: Moving away from impossible "exhaustive testing" and focusing resources on high-impact areas where failure is most likely.
- Automated Testing and Bots: Implementing regression suites and bot-driven scenarios to ensure new code does not break existing content.
- Measuring "Jank": Converting subjective feelings of unpolished gameplay into measurable nonfunctional quality criteria like performance and reliability.
- Definition of Done (DoD): Integrating stability, performance, and regression checks directly into your Agile/Scrum workflow.
Who is this book for?
- QA Professionals and Leads: Those looking to modernize their testing methodologies and move toward technical QA roles.
- Indie Developers: Small teams needing to build efficient, "right-sized" quality gates without excessive overhead.
- Technical Leads: Anyone responsible for the overall stability and release readiness of a game project.
Book Covers
Front Cover
Back Cover
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Available now in eBook and paperback formats.
Coming Soon on Amazon Get PDF on Itch.ioAbout the Author
Janne Tyni, Ph.D.
Through IndieUXR, Janne works to bridge the gap between academic quality research and the high-pressure reality of game shipping cycles.
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