A thoroughly immersive and authentic gaming experience that appears tailor-made for each geographic region of release. A statement of this nature can only be earned through well localized and quality checked audio.
Gaming IQ speaks to Chris Burgess of Sony Computer Entertainment as he shares valuable insight and experiences on producing quality audio localization!
Marcus Purvis, head of the EMEA quality engineering team at Microsoft, is calling for a ‘radical movement’. By looking at testing as a process rather than a discipline, his team is approaching quality assurance by 'building it in' throughout development rather than merely testing it after the fact. At Microsoft, test teams and SDETs do not exist in the way they used to and software is tested without testers, but with everyone involved in eliminating bugs as they go...
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Large game developers and small-to-mid-sized studios are today seeing Quality Assurance as a priority as the games industry continues to attract wide audiences across a growing variety of platforms. In this complimentary eBook, Gaming IQ collates insight from some of the world's leading games companies and senior QA leaders, including Sega, Sony Computer Entertainment, CCP Games, Jagex, Microsoft GTO Europe, Unity and GlobalStep. Game QA & Localisation is the world's only two-day forum, entirely dedicated to these issues.
“What?! How did you manage that?!” These were the sort of remarks made by the audience at Blizzard’s short intro to QA on Overwatch at Game QA & Localization Europe in Barcelona this year, at a casual comment that QA had veto power over level design. On further questioning, it became clear that the collaboration between all functions during development was something special.
Here we get a sneak-peak into their story, exploring the high-level challenges facing a team coming from a canceled project, the importance of starting a new project with QA considerations from the beginning and wrapping a project together by leveraging QA in new ways...
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Over the years in the gaming industry, the perception of QA has changed. Now, QA is entirely part of the whole player experience and is starting to be recognized for doing so, by constantly improving games. In this exclusive interview with Chris Whittington, Director of Player Care at Scopely and Fernan Kalaw, Director of Customer Support and Quality Metrics, discover what place Customer Service has in the player experience.
Delivering a perfect player experience is essential to increase direct sales and positive PR for a game and utlimately, its studio. While automation is a popular topic in the gaming industry, the time and cost it needs remain a setback and block companies from implementing it fully. In this exclusive article compiled from a wide range of sources, discover how automation can help increase efficiency in every department of a company.