Monday, 22 November 2010

Guest Lecture Synopsis and Review - Thomas Hulvershorn (I-Play, Oberon Media)


Thomas Hulvershorn is a lead game tester at Oberon Media owned company, I-Play. Working with downloadable PC titles such as Womens Murder Club 4 and social networking applications such as BubbleTown, Thomas manages project milestones and works as part of a very close knit team to help add final touches to I-Play's games and get them released on time.


Thomas recently attended the University of Bolton to give a guest lecture on his current role in the industry, what it entails, the benefits it creates and how post-graduates are able to get into it. After previously working alongside Thomas by doing some voluntary testing on I-Play's latest title, Dream Day Wedding, I felt the talk would be relevant to my interests and hoped to learn even more about a role I'm most likely going to be looking to pursue nearer to the end of my time at University.

Thomas began the lecture speaking about the sort of downloadable PC titles that I-Play create and how they go about testing them. Different types of 'test lingo' were mentioned, with Thomas explaining the meanings of Functional Testing / Non-Functional Testing, Black Box Testing / White Box, Testing and Regression Testing / Re-Testing. An overview of Thomas' teams project methodologies was also given, with I-Play using a mix of both Agile and SCRUMM, similarly as to with we handle our Team Project work.

Facebook games was the next topic of discussion, with Thomas giving his views on how they've both affected the industry and how he feels his company can further make use of them. Two interesting quotes given by Thomas on this subject were; "Facebook games are services, not games!" and "Facebook games are like an infection, and their testing process is completely different than with normal games." I found his insight into Facebook games very interesting and definitely agree it's a fantastic opportunity to further expand the games market.

Further detail was given into testing processes, with the Funnel Analysis process and the BCS / ISTBQ being explained. Funnel analysis was interesting, displaying the amount of users who install a title on Facebook up until the users who go through with micro-transactions. Thomas gave some rough figures, stating on average around 10% of people who install a game on Facebook will actually play further than the first level. Some insight into how I-Play handle risk assessment and time management was given next, processes that were all too familiar to me after working with two team project modules at University.

Overall, I thought the lecture with Thomas gave much useful information on both social networking games and the role of a games tester. I hope to further aid I-Play and volunteer once again as a student tester when needed.
 


http://www.iplay.com/index.aspx?GEO=ROTW

Thursday, 18 November 2010

Level 3 Team Project - Week 24


Slightly behind schedule, the team spent this week finishing out test artefact and researching / writing questionnaires. After booking the project room today, our testing will commence tomorrow between 9:30am and 5pm with team members scouting around and looking for potential test candidates. 
 
Emails have been sent to lecturers teaching on our predicted testing days requesting for us to pop into lessons half way through and asking for any volunteers to come and take part in our test. We're aiming to test around thirty or so candidates within the next two weeks, so contacting lecturers and requesting to take students from certain classes could severely help in bumping up our number of tested candidates.

In the past week, I have spent time working alongside our final level build, compiling our questionnaires and communicating with other teams / lecturers in regards to our testing process. I'm very happy with how both the questionnaires turned out and feel both Brian and Andrew provided some excellent feedback that's been taken into account ready for our final print-outs.

In the next week, our whole focus is turning to our testing process and collating the data gathered. By this time next week, we hope to have tested a good chunk of people and have the majority of our data collated.

To view the Team Fable project blog, click here.
To view all of the Team Project diary entries, click here.

Monday, 15 November 2010

Guest Lecture Synopsis and Review - Bruce Fitter (University of Bolton)


Bruce Fitter is a web designer / artist and general business enthusiast currently lecturing at the University of Bolton. With plenty of experience in many different business fields, Bruce has much advice to give and many stories to tell regarding his previous endeavors in the games industry, film industry- and pretty much everything else.

After an unfortunate twenty minute delay at the beginning of the lecture leaving students thinking it had been cancelled, Bruce turned up and proceeded to talk about his business experiences. Immense detail was given regarding what jobs he's covered, how he's handled his money and what contacts he's made, to name a few. It all seemed quite interesting, with Bruce taking opportunity after opportunity and openly sharing his experiences along with his opinions.

While defiantly not the path I wish to go down, Bruce spoke about setting up your own business and what it entails. The definitions of several different business types were given ( Sole Trader, Limited Company and Partnership) were given along with what differences they have. Business Plans were mentioned, harking back to Cameron Thompson's guest lecture a couple of weeks before. Bruce explained that a Business Plan can serve a variety of purposes, showing how your company works, what your business is doing and where it is going.

We were also given an insight into different types of finance, with definitions given for finance sources such as loans, grants, family & friends, banks, profit & loss, balance sheets, cash flow, business angels and venture capitalists.

While not the most relevant lecture considering I do not wish to get too much into the business side of games or set up my own company, I enjoyed the lecture and it's always good to receive advice from an industry veteran.


http://www.bolton.ac.uk/

Sunday, 14 November 2010

Level 3 Team Project - Pre and Post-Test Questionnaires

To compliment our test artefact, pre and post-test questionnaires have been compiled to be filled in by candidates at the start and end of our test process.

The pre-test questionnaire aims to collect information regarding the candidates background with games, what aspects of them they enjoy the most and which type of genre they play the most. With this insight, we're able to see which candidates are more interested in items such as Gameplay over Narrative and compare the results given in the post-test questionnaire on this basis.


The post-test questionnaire asks candidates directly how they felt towards the non-playable character in our test at different areas throughout our test. By using a scale for candidates to plot their answers on, we're able to gather quantitative data that can be analysed once our tests are complete. To back this quantitative data up, some questions include space for candidates to further elaborate on why they plot where they did on the scale.


Both documents have been compiled by me after analysing the research Steve had performed into existing tests and questionnaires. This research proved useful as it gave us both ideas of how we could record our data and what sort of questions we could ask. All other members of the team have looked over the questionnaires and have made edits where necessary.

To view the pre-test questionnaire, click here.
To view the post-test questionnaire, click here.

Thursday, 11 November 2010

Level 3 Team Project - Week 23


This week the team performed our fourth milestone presentation, supposedly showcasing our final level build. Unfortunately, due to certain team members missing the deadlines of their assigned tasks, the presentation ended up a disappointment to both assessors and students. As with Milestone II, no preparation was made by milestone presenters which (once again) led to an untextured, unfinished run-through of what was promised to be our final build.

Thankfully, the team also received feedback for the Test Planning presentation performed the previous week. Lecturers were generally happy, suggesting the team could have scored higher if we had gone into more detail in regards to the pre / post-test questionnaires and the methods of analysis we plan to utilise. Overall, the team received an A (70) for our third milestone.

In the next week, I will be assisting with our level build and will aid in finishing any outstanding tasks not completed by other team members already working with the level. Ideally, this level build will be complete and fully functioning for Monday morning, allowing us to dry run our test process in the project room.

To view the Team Fable project blog, click here.
To view all of the Team Project diary entries, click here.

Thursday, 4 November 2010

Level 3 Team Project - Week 22


This week the team performed our third milestone presentation, covering the testing plan and recapping all of the work completed thus far. I spent much of my time working on the test planning documentation along with Steve and I felt the presentation went exceptionally well. Lecturers gave good feedback and seemed generally pleased with our performance, a good confidence boost in preparation for the final level demonstration next week.

In the next week, I will be assisting with our level build in preparation for our dry run presentation on Wednesday. Currently, the level is quite a way off from being 'finished' in my opinion and team members will need to work harder if we're to have a full final demonstration ready.

To view the Team Fable project blog, click here.
To view all of the Team Project diary entries, click here.

Level 3 Team Project - Test Planning Documentation


As a part of the teams third Milestone and to help aid us during our upcoming testing phase, a twenty-two page document has been compiled discussing several factors of our test and the rationale behind them.

"By the end of this document, a clear picture will have been painted of both the test process and the justifications behind it. The sections included help clarify the teams testing methodologies along with both data collection and the different methods of statistical analysis that will be performed. The test process itself will be defined and the means behind it will be backed up with research into existing testing procedures and also by investigating and defining a variety of different human emotions."

To download the document in .pdf format, click here.

Monday, 1 November 2010

Guest Lecture Synopsis and Review - Nick Rathbone (Codemasters)



Nicholas Rathbone is an experienced games designer (in Car Handling) and is currently working at a Codemasters studio in the UK. Once graduated from the University of Bolton back in 2008, Nick found his first position in the industry at Climax Studios where he found himself working Wii title, Silent Hill: Shattered Memories.

Nick recently returned to the University of Bolton to give a guest lecture on becoming a games designer, discussing what work to expect, how development studios operate and also the steps he took to get into the position he is now. I saw this as a fantastic opportunity to further learn about my profession so happily attended.

I found the lecture to be extremely useful in that I could relate what Nick was saying to myself, being currently in the position he was two years ago. Ideas of what developers are expecting to see in terms of CV's, cover letters and portfolios were given alongside tips on what the best methods of creating them are. Nick backed up some items Arthur Parsons mentioned in an earlier lecture, discussing how to make CV's unique and how it can help attract a designers attention.

We were also given an insight into how a graduate secures a place in industry, how to manage any financial problems we may encounter and also what studios to contact and by what means. Nick spoke on the topic of interviews and how to handle the immense pressure some studios put graduate designers under, requiring interviewee's to think up game mechanics and plan out level designs in short amounts of time.

I feel the most important piece of information to remember from the lecture was to always be prepared. If I'm going to contact a studio and apply for any position, always research the studio and its heads, then send a copy of my CV, a unique cover letter, a link to my website and my portfolio on disk.

After the lecture I managed to get some one on one time with Nick to discuss the course and my portfolio / CV. Nick gave some good feedback on both, mentioning what I could alter and improve. This led to a complete overhaul of my CV, of which can be found in the downloads section on my website.

I very much enjoyed the lecture with Codemasters and felt some valuable information was given regarding the possible routes graduates can take to secure a place in the industry.


http://www.codemasters.com/?territory=EnglishUK