Quality

[翻譯] 基本的錯誤回報:撰寫重現步驟的秘訣

As a QA tester, a bug report is one of your most important forms of communication. There is a lot of information to pack into each one, including details about the test environment, description, expected outcome, and actual income. However, without providing the instructions on how recreate the issue, developers have little chance of getting to the root of the problem and fixing things. That’s why writing the steps to reproduce a bug are so crucial. For those who are new to the process, here are a few tips for effectively writing instructions on reproducing bugs.
作為一個品管測試員,錯誤回報是你最重要的溝通方式。我們必須把很多資訊放到一起,其中包含測試環境,描述,預期產出,及目前狀況。然而,若沒有描述到如何重現這個狀況,開發者很難找到問題的根源並修復。也因此如何撰寫重現流程是尤其重要,對於剛踏入測試員生涯的朋友,這裡有幾個祕訣可以提高撰寫重現臭蟲流程的效率。

廣告
Design

[翻譯] The Structure of Fun: Learning from Super Mario 3D Land’s Director

It’s hard to pinpoint the most interesting thing about last year’s release of Super Mario 3D Land for the Nintendo 3DS. Was it its successful proof-of-concept for stereoscopic 3D gameplay? Was it the fact that the game was the first portable Mario developed by the main Mario team?
很難指出去年Nintendo 3DS平台上釋出遊戲Super Mario 3D Land的最有趣的地方在哪裡。
這個遊戲是否證明3D立體遊玩的體驗?是否這遊戲是第一個瑪莉歐團隊製作的行動版本?

These things are important. But it might well be that the most interesting thing about the game is that it started over from scratch on the concept of what a 3D Mario game is. Director Koichi Hayashida, who works at Nintendo EAD Tokyo, developed the game as though it were the first 3D Mario game ever made, jettisoning much of the legacy of the series post-1996.
更另人覺得有趣的是這款遊戲開始讓我們從頭開始思考3D瑪莉歐遊戲的概念是什麼。任職於Nintendo EAD Tokyo的製作人Koichi Hayashida開發這個遊戲就像第一個3D瑪莉歐一樣,並捨棄這個系列1996年之後的一些包袱。

Management

[翻譯] Let’s talk about why QA sucks

Your QA team doesn’t have a career path though. Quality assurance is one of the most important aspects of game development, and all we encourage our QA staff to do is move “up and out" of the QA slog, if we inspire them to move up at all. Many QA professionals talk about “getting out" and moving to the production or design path. Don’t you want good QA folks to keep doing QA? Shouldn’t they enjoy and want to start in their jobs? Isn’t there something wrong with this picture?
但品質確保團隊卻永遠都沒有升遷,即便品保是遊戲開發的最重要的面向之一。我們給品保團隊的唯一出路就是鼓勵他們離開,也許變成企劃或程式。總之就是沒辦法在品保上提昇。難道這就真是個屎缺?