Train2Game Interview: Veteren QA Tester and Cheat Mode author Dan Jacobs – Part 2

Cheat Mode by Dan Jacobs is a recently released book about getting into and surviving the games industry. Written by an industry veteran, this book contains interviews with industry professionals who make games every day. From programmers to designers, journalists to community Managers, it offers advice from staff working at companies including BioWare, Codemasters, Rockstar and more.

The Train2Game Blog recently caught up with Cheat Mode author and experienced QA Tester Dan Jacobs to discuss his book, getting into the industry, what makes a good QA Tester and more.

In part two of our huge three part interview, Jacobs discusses who he’s spoken to for Cheat Mode, the importance of QA and its place in development.  Read part one of our interview here.

Cheat Mode The definitive guide to getting into and surviving the games industry is out now and costs £10.99.

All of the studios you’ve worked for then, are they all places you’ve been able to contact for advice on getting into the industry for putting into Cheat Mode?

I didn’t really contact companies, too much legal red tape and hoops to jump through, so I just spoke to contacts I have in each discipline from the various years. So, if you look at the interviews, 90% of them are with people I’ve worked with at one company or another and the other 10% are friends of those people.

So, tell us a bit about some of the individuals you’ve spoken to in the writing of Cheat Mode.

Well, the people themselves are absolutely every person you will never have heard of in your life. These are the great unsung, these are the people that I’ve lived, breathed and died a project with, these are the people I’ve watched the sun rise over the office with, shared many a crap takeaway with and made games with.  So, there is absolutely no one anyone would have heard of, but these guys are the real industry.

It’s great hearing from the Sid Meier’s of the world and the known people, but it’s very much a case of these guys are the real guys doing the real jobs every day, and if anyone can give you a realistic idea of what their job is actually like, it’s going to be these guys. Some of them have a phenomenal amount of experience. I’ve done video games for twelve years, and I’m considered a veteran, but some of these guys have a phenomenal amount of knowledge and experience about making video games.

So, what you’re saying is games QA testers are massively important to the industry, it wouldn’t function without these people.

Testing is interesting, there are very few companies that see QA as anything other than a hurdle to get past.  It’s the companies, the Valve’s of the world who actually listen to their QA team, who actually pop in and ask ‘is this fun?’ These are the companies that make the real, successful games because they utilise and appreciate the experience and the gaming knowledge that I tester has, rather than see it as the people they need to get past to have their game completed, they use it as a tool to improve their games.

What do you think actually makes a good QA Tester?

A good QA Tester has to communicate clearly, concisely and well all the time, and has to keep that level consistent. They have to have an explorative nature, because I can hire anyone to play a game, but hiring someone to break a game is a subtle but key difference. If all they do is just play the game, they’re not going to find the problems. When you release a piece of software, you end up with millions and millions of possibilities from every position that character is in, and we need to test those possibilities.

In recent years, since games can now be patched through online updates, games seem to be being released without thorough testing. Fallout: New Vegas comes to mind.

It’s been an interesting shift internally, because it used to be a case of that we as a department would come up with a list of ‘we have to fix these key issues, then we can release.’ Now, we watch those issues get shifted from the ‘we’re going to fix this list’ to the ‘day one patch list,’ and it’s become almost a reliance of the industry to be able to patch on day one.  So you will go through submissions, submissions will find the bugs that they can’t release with, you assure the console company that you’ll fix it in a day one patch and the game goes out.

In a way it’s painful as a QA tester band because you want the best quality product,  and ultimately there still are people who don’t have internet connections, who don’t , who don’t get those day one patches and the quality of their game suffers from that.

With the internet being so vocal when they’re frustrated about something with a game, do you think that’s going to change?

Well, gaming’s an interesting pastime, it has one of the most vocal, angry possible fan bases you can have. At the end of the day, it’s great that people have opinions and care about this property so much, but I was watching that whole BioWare debacle take place. It’s interesting working in video games and having such a vocal audience.

Part 1 of our interview with Veteren QA Tester Dan Jacobs is here, while Part 3 will be published shortly. 

Train2Game Interview: Veteren QA Tester and Cheat Mode author Dan Jacobs – Part 1

Cheat Mode by Dan Jacobs is a recently released book about getting into and surviving the games industry. Written by an industry veteran, this book contains interviews with industry professionals who make games every day.From programmers to designers, journalists to community Managers, it offers advice from staff working at companies including BioWare, Codemasters, Rockstar and more.

The Train2Game Blog recently caught up with Cheat Mode author and experienced QA Tester Dan Jacobs to discuss his book, getting into the industry, what makes a good QA Tester and more.

In part one of our huge three part interview, Jacobs discusses his inspiration for writing the book, his involvement on the Train2Game forum, and how he broke into the games industry.

Cheat Mode The definitive guide to getting into and surviving the games industry is out now and costs £10.99.

First of all, can you tell us about your book, Cheat Mode, and your inspiration for writing it?

I did a Eurogamer podcast a couple of years ago, and I was chatting to a friend who used to test for me and we were discussing and dispelling the myths like ‘how could QA miss this bug’ and in the podcast I mentioned that we probably didn’t miss the bug but the developers didn’t have the time or money to fix it being the key difference on that little myth.

He said ‘you should write a book,’ so I thought about the idea for awhile and what possible format it could take and it kind of just grew from there. It’s part my knowledge of from ten years in video games, and part interviews with friends I’ve made over the years about what they do and how they feel about the industry, as well as interviews with Blitz Games and some of the lovely folk down there and just a bit of advice and resources that I know of that perhaps those wanting to get into the industry don’t know.

Tell us a bit about yourself, who you are, your username on the Train2Game forum, and you’re involvement with posting there?

I’m Darklights on the forum, which is also my gamer tag and is awesome! I initially joined because I thought it’d be a good way of getting into the student mindset. These are the target audience, these are the people who would be reading the book, let’s find out the stuff they don’t know or what they want to know about working the industry.

So, at the same time as doing that, I can’t help myself if there’s a question about QA, I feel the need to answer, or if there’s a question about game development, I feel the need to answer that.  In the same way, there are also a lot of students there who just want help improving their show reel and want a leg-up over the competition.

You mentioned you have ten years experience in the industry, how did you start, and how did you get to where you are now?

I didn’t really get on well with education, I didn’t really have much of an education and I ended up in the classic experience of ‘no work experience, you’re not getting a job,’ so the only place that would take me on was telephone sales.

So, I spent many years doing double glazing on the phone; bedrooms, kitchens, bathrooms, I probably did it. I had a friend, we went to college together, and we’d met working at one of these companies. I’d helped get her work in the past, and she gave me a calling saying ‘hey, I’m temping at a video game company, they need some testers for Christmas, and I thought you’d be interested’

Of course, being a hardcore gamer I was like “Yes! Where do I sign up?” But obviously I was worried that I had no experience in video games and surely everyone who likes gaming is applying. She said “I spoke to a guy who tests there currently, and he just applied with a list of all the games he’s completed.” So, I did the same and in the interview I just tore their ears apart saying how much I liked games and how much I wanted to do the job, and I landed it.

I remember my first “crunch” evening; we had to stay on so we stayed on until about 5a.m. and the build never arrived, so I went home on the proviso that I’d sleep during the day and come back to test the build at night. I woke up three days later with absolutely no idea what was going on! Really concerned that I’d lost my job, but my boss was really cool about it and that was really my first experience of crunch. Thankfully, I got a lot better at handling it after that!

So, I tested there for a couple of months, helping with their Christmas releases, but then I had to leave because the contract was over. They told me they’d really like me to come back some time, which was brilliant, and I went off and got another sales job, actually, this was a videos on demand service.

They were paying me 20k a year, then I was there for a couple of weeks before Empire called me up and asked  ‘how would you like to work for us, for two weeks, on minimum wage?’ and I said no, because I was more interested in having a secure job at the time.  So, I worked at this company for one and a half to two years before thinking ‘hang on a second, why am I not doing something I enjoy and love?’

So I started working on getting back into the games industry, and I applied to a strange advert that was very mysterious in that it said we need games testers, but we can’t tell you why or for what.  So, I thought I’ll have some of that and applied, and landed a job testing for the new Microsoft console, the Xbox!

I started there as a functional tester, then was moved up to evaluation after a couple of weeks, which was the best job I’ve ever had. Literally, play the game for two weeks, say if I like it and why and then you’re supervisor would write a report because you’re only a tester and couldn’t possibly write a report! So literally, my job was to play games, not even to find bugs. Then I did a bit of standards work before Microsoft moved the office, so I had to leave.

Since then I’ve moved around a bit, I’ve worked at EA, I’ve worked for well, Microsoft, SEGA I did a stint at. I’ve worked for Kuju, Climax, DC Studios, Argonauts, and I did a bit of Sky TV games for awhile too.

As usual, leave your comments here on The Train2Game Blog, or on the Train2Game forum. Part 2 of our interview with Veteren QA Tester Dan Jacobs is here.

Cheat Mode The definitive guide to getting into and surviving the games industry is out now and costs £10.99.

Train2Game News: Guild Wars 2 designer on the importance of taking risks in development

ArenaNet have posted a huge blog exploring the game design of their upcoming MMO, which they call the golden rules of Guild Wars 2. The game is set for release on Tuesday 28th August.

Among the six golden rules, is an interesting piece about taking risks in game design which Train2Game students may find particularly fascinating.

“Let’s try it.” You hope to hear that phrase at the end of a meeting, especially if that meeting was contentious, or if the idea discussed is new and radical.” writes Guild Wars 2 game designer Ben Miller.

“Imagine a playground full of kids playing. At its best, playing is making mistakes in a safe environment and learning from those mistakes in a way that encourages growth. Trying out new ideas or making drastic changes is the way we as designers get to play with the game.”

Miller says it’s a collective experience that tells them which risks work and which don’t

“It’s where we slip and fall, scrape our knees, and otherwise monkey around on the jungle gym. While we don’t try out every idea, we use our collective experience to get a sense for what has promise—what we should follow down the rabbit hole.” he continues, adding that Guild Wars 2 changed through development as a result.

“We look at where our ideas break, how they break, and why they break. You can see this in how we redesigned the sylvari, or in how we have developed the professions. They’ve all undergone quite a bit of transformation over the last few years as we have tried out different approaches and learned from those very playful experiences.” said the Guild Wars 2 designer.

The full post is available to see over on the ArenaNet blog, and is great reading for Train2Game game designers. They recently posted a similar blog on the importance of making Guild Wars 2 fun.

There’s more on Guild Wars 2 here on The Train2Game Blog.

What are your thoughts on the golden rules set out by ArenaNet?

Leave your comments here on The Train2Game Blog, or on the Train2Game forum.

Train2Game News: Steam, Amazon, Google, BBC and more added to Develop line-up

Steam, Amazon, Google and the BBC have been added to at next week’s Develop Conference line-up.

Lionhead Studios and SCEE are also among the final speakers confirmed for the packed schedule of events which take place in Brighton from Tuesday 10th to Thursday 12th July.

“We’re very excited to announce speakers from Amazon, Google and BBC Worldwide, which further display both the increasing convergence between games and TV and the rise of digital distribution,” said managing director, Tandem Events managing director Andy Lane.

“The fact that the Develop Conference draws names from global entertainment giants such as these is also testament to the investment we have made over the last seven years to continually evolve this conference to ensure it always meets the knowledge, networking and business requirements of today’s games developers in Europe.” he added.

Other keynote sessions at Develop include talks from games industry veterans David Perry, Ian Livingstone, Philip Oliver and David Braben who’ll all speak as part of the conference’s Visionaries track.

The Train2Game Blog will be at Develop in Brighton bringing you as much news as possible! There’s more about Develop Conference here on The Train2Game Blog.

As usual, leave your comments here on The Train2Game Blog, or on the Train2Game forum.

Train2Game News: Worms Revolution developer diary discusses 17 years of Worms

Get behind the scenes of Worms Revolution in the first of five developer diaries from Team 17.

Worms Revolution developer diary one sees lead game designer Kevin Carthew discussing the 17 year history of the series.

Subjects he covers include how creator Andy Davidson produced the first Worms game while doing his A-Levels, moving from 2D to 3D then back to 3D and developing Worms Revolution as a “next-gen” version of Worms with a brand new engine.

Carthew also discusses his role as game designer on the Worms series. Watch Worms Revolution Developer Diary 1: The History of Worms below, right here on The Train2Game Blog.

There are more developer diaries, giving an insight into development of a wide variety of games, here on The Train2Game Blog. Also, be sure to keep reading for the latest from Team 17 and Worms Revolution.

What are your thoughts on Worms Revolution? Are you a long-term fan of the series?

Leave your comments here on The Train2Game Blog, or on the Train2Game forum. 

Train2Game News: BAFTA Games Question Time in Sheffield on Monday 2nd July

Games Britannia and BAFTA are hosting a special games question time event at Sheffield Hallam University next Monday, giving you the chance to quiz industry experts.

You could ask the panel anything from creating games, the business around games, advice on getting into the industry or what they think the future holds. It’s a great opportunity for any Train2Game students in the Sheffield area.

On the panel are:

Charles Cecil MBE – Creator of the Broken Sword series of adventures, Designer of the BBC Dr Who Adventure Games and founder of Revolution Software

Maria Stukoff – Academic Partnership Manager for SONY Computer Entertainment Europe

Andy Payne OBE – Managing Director of Mastertronic, UKIE Chairman, Just Flight, The Producers, BAFTA, Just Trains, Get Games, GamesAid and AppyNation

Sean Millard – Creative Director at Sheffield’s SUMO Digital – one of the UK’s largest independent videogame development studios

BAFTA Games Question Time takes place on Monday 2nd June at 18:15. Get your free ticket and find out more here.

There’s more BAFA news here on The Train2Game Blog.

Will you attend BAFTA Games Question Time in Sheffield?

Leave your comments here on The Train2Game Blog, or on the Train2Game forum.

BAFTA’s public events and online resources bring you closer to the creative talent behind your favourite games, films, and TV shows. Find out more at www.bafta.org/newsletter,www.facebook.com/bafta or twitter.com/baftagames

Train2Game News: Train2Game student developed My Sea Park reaches 250,000 downloads

 

My Sea Park, a mobile game developed with significant input from Train2Game students has been downloaded over 250,000 times.

The management title, created with help from Train2Game students on work placement at DR Studios, was released worldwide less than two weeks ago.

Seven students worked on the iOS game, with Train2Game game designer Craig Moore serving as design lead.

My Sea Park lets players explore their creativity by building the biggest and best marine-themed amusement park in the world.

Watch the trailer below, here on The Train2Game Blog.

Like it? Then support fellow Train2Game students by downloading My Sea Park from the App Store now!

There’s more on My Sea Park here on The Train2Game Blog, while keep reading for the latest industry experience diaries from Train2Game students on placement at DR Studios.

As usual, leave your comments here on The Train2Game Blog, or on the Train2Game forum.

Train2Game News: Ghost Recon Online and Shootmania developer sessions added to Rezzed line-up

PC and indie games show Rezzed has revealed more developer sessions for the Brighton event, with Ghost Recon Online and Shootmania developers speaking about their games.

Developers of both of the Ubisoft titles will be talking about their games on the second day of the show, with the Ghost Recon Online developers taking to the stage at .3pm, while the Shootmania team will discuss their title at 5pm.

Peter Molyneux,  Day Z creator Dean “Rocket” HallThe Indie Stone,  Introversion SoftwareThe Creative AssemblySplash Damage CEO Paul Wedgwood and Gearbox Software’s Randy Pitchford are among those giving talks during the two day Brighton event, while a variety of games are available to play on the show floor.

Not only that, but everyone who buys a ticket for Rezzed gets a free DOTA 2 beta key. Rezzed takes place in Brighton on Friday 6th and Saturday 7th July, with tickets available here.

We’ll be sure to keep you up to date with the latest news as the show approaches and the final speaker is announced.

Will you be attending these developer sessions?

Leave your comments on The Train2Game Blog, or on the Train2Game forum.

Train2Game News: Watch two Dishonored gameplay videos with developer commentary

Get an insight into development of Dishonored in not one, but two gameplay demos with commentary from Arkane Studios Co-Creative Directors Raphael Colantonio and Harvey Smith.

Colantonia spoke to The Train2Game Blog about Dishonored at Gamescom last year.

The two videos show Colantonio and Smith discussing two different playthroughs of ‘The Golden Cat,’ a mission that tasks you with assassinating The Pendleton Brothers, two corrupt aristocrats. The first Dishonored video shows a stealthy approach to the mission, while the second sees the Arkane Studios Co-Creative Directors, commentating on a more action-based style.

Watch both videos, and listen to the commentary on two very different styles of play, below, here on The Train2Game Blog.

Dishonored Golden Cat E3 Gameplay Walkthrough — Part 1

Dishonored Golden Cat E3 Walkthrough — Part 2

Dishonored from Arkane Studios and Bethesda is scheduled for release on 12th October 2012.

There are more developer diaries, giving an insight into development of a wide variety of games, here on The Train2Game Blog.

What are your thoughts on the two different styles shown in the videos? Are you looking forward to Dishonored?

Leave your comments here on The Train2Game Blog, or on the Train2Game forum.

Train2Game News: Guild Wars 2 release date and final beta weekend revealed

Guild Wars 2 will officially launch on Tuesday 28th August, with a final beta test taking place over the weekend of 20th July.  ArenaNet have made the announcement following a Guild Wars 2 server stress test earlier this week.

“This is an incredibly momentous day for the studio and for me personally.” said ArenaNet co-founder Mike O’Brien.

“ This journey began in 2007 when we first announced that we were beginning work on Guild Wars 2 and that you wouldn’t be hearing from us for a while. Then in 2010 we unveiled our manifesto for Guild Wars 2: a living breathing online world that challenges convention, that’s designed for fun instead of grind, and that brings social interaction to a new level in an online world.

“Through all the long hours and hard decisions, we were bolstered by the knowledge that we were not in this alone. All along you’ve been there for us, cheering us on, supporting us when we needed it, testing early versions of the game, and above all, giving us your honest feedback every step of the way. Guild Wars 2 is a better game for all of the work that our community has put in.” he continued, adding remaining development time will focus on QA Testing.

“Now that we’re just two months away from launch, we’ll spend our remaining time optimizing, polishing, and balancing the game, to ensure that we provide you with the best launch-day experience we possibly can.” O’Brien concluded.

ArenaNet recently posted an in-depth blog about the importance of testing in ensuring Guild Wars 2 is fun.

There’s more Guild Wars 2 news here on The Train2Game Blog.

Have you been taking part in the beta weekends? How important do you feel they are to development?

Leave your comments here on The Train2Game Blog, or on the Train2Game forum.