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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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Nicholas Kong

How to prepare for a job in Quality Assurance of Software Development

2 posts in this topic

I know the question may seem broad but I am open to advice or heads up from people who have experience being in QA as well as how to land a job in QA.

 

I thought I introduce myself here given that I use this forum a lot but not in this particular section of the forum. I mostly hangout in the game programming section: learning efficient or common ways of game programming or asking advice about my code.

 

- I am in my final year of Computer Science. (classes are definitely tough at this stage but I should be able to make it out alive) 

- I have 2 months of game programming experience with Java (self-taught with some quick research after having a background in general programming)

- I have 2 years of programming experience with Java.(self taught before majoring in CS but had formal training during CS)

- I love haunting down bugs. I am pretty alert when software does not work the way they are suppose to.

- I have a game prototype which is an arcade shooter clone. I have been working on these features alone for the last 2 months(featuring how to add new monsters to the game, implement their movement,projectile collision detection and create an efficient health system for the ship). My friend built the initial framework that sets up the game pretty nicely.

- I am a big fan of readable, usable and efficient code.

 

I like to hear what everyone has to say! smile.png

Edited by warnexus
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