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Terminology is one of the things they should teach you in your training. But the ones you will use the most are things like;
Animation: The movement of characters or object in the game.
Player character: Who the player is currently controlling.
Clipping/Clip: When one object un-naturally passes through or into another.
Collision: The ...
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Congrats! During the hands on test it is fairly important to mention everything that seems wrong. Avoid pointing out design flaws unless they are VERY obvious. Design flaws are usually opinion based and a tester is supposed to remain objective. Art bugs are going to be your bread and butter for a test like this. Run into lot of things to make sure ...
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I'd go for the development studio. With a strictly QA studio, your stuck at doing QA. But if you have ambitions of becoming a developer, then you should go to the development studio.
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I would not mention it. Maybe if you were going for a more prestigious position, but even then I would consider it taboo unless they ask you about it.
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Yeah, there are WAY too many sites out there that promise you ridiculous amounts of money for testing...and they are all lies. QA is the bottom rung of the development ladder. They get paid far less than any other discipline. But it is a great way to get your foot in the door. I really enjoyed my time in QA and would love to go back to it some day.
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Well it really depends on what questions they ask you. Here are a few of the questions I was asked when I landed my old QA job.
1. What area of a game do you think would be most difficult to test?
2. What area of a game do you feel would be easiest to test?
3. What TYPE of game do you feel would be easy/difficult to test?
4. What do you think ...
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http://www.destructoid.com/peter-molyneux-hates-demos-150412.phtml
I happen to agree with him. Picking and choosing what experiences from your game the player sees in a demo is too much of a ''mine field'' situation. Not getting into how presumptuous it is. They can be misleading. But if you let the player have the first hour of a game, they are ...
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Daninsky: DanielRobertCampbell:The problem with games after these, is that programming and the hardware are not capable of handling his ideas. I do not know how he keeps from being insanely frustrated. Imagine having ideas that could change gaming forever. An idea that would revolutionize the industry like nothing before it...and then having to ...
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ShadowRage41:I think it's unrealistic expectations from the consumer. you see all the commercials on tv for the $19.99 product? and your like, yeah right it won't work like that. sadly the game industry seems to be the exception to that type of logic from the consumer. You know, I have thought about this very thing and wondered why?. and I came to
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maggot: DanielRobertCampbell:
As far as people not getting what they paid for, I have to disagree. People who pay attention to the early interviews for a game, also pay attention to the reviews and news of the game. At some point before submission the news is conveyed that a publicly discussed feature is cut or changed somehow. Do you get upset ...
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