Testing Horizon Zero Dawn Ana Barbuta QA Manager Guerrilla Games - - PowerPoint PPT Presentation

testing horizon zero dawn
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Testing Horizon Zero Dawn Ana Barbuta QA Manager Guerrilla Games - - PowerPoint PPT Presentation

Testing Horizon Zero Dawn Ana Barbuta QA Manager Guerrilla Games Topics Intro Game testing vs Software testing Testing Horizon Zero Dawn Approach Tools Exploratory testing Who we are Guerrilla Games Founded


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Testing Horizon Zero Dawn

Ana Barbuta QA Manager Guerrilla Games

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Topics

  • Intro
  • Game testing vs Software testing
  • Testing Horizon Zero Dawn

– Approach – Tools – Exploratory testing

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Who we are – Guerrilla Games

  • Founded in 2000
  • Acquired by Sony in 2005
  • Until HZD, we developed first person

shooter games for PlayStation platforms

  • We developed our own engine,

called Decima

  • Mainly worked on the Killzone franchise
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Game testing versus software testing

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Game testing versus software testing

  • Games are very INTERACTIVE
  • Dozens, sometimes hundreds of

components

  • Bugs usually appear at intersections
  • Focus on integration/system tests
  • Acceptance testing takes the form
  • f playtests and usability tests
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Components in a game

  • Code (engine and features)
  • Content (missions, encounters, scripts)
  • Animated models
  • Static assets and game spaces
  • AI, animation and physics systems
  • Lighting and post-processing
  • Dialogue, sound effects, music
  • Visual effects and shaders
  • (Online components)
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Testing Horizon Zero Dawn

The challenge, and how we solved it

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The project

  • Our first open world game
  • Our first action-RPG
  • Non-linear gameplay
  • Engine had to be adapted
  • New pipelines
  • New development processes
  • New tools
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Some numbers

  • 45 hours of play time (average)
  • 57 quests
  • 492 unique combat encounters
  • 44 unique enemies
  • 10 hours of cinematics
  • Over 480 000 words of dialogue
  • Over 180 000 hours of testing
  • Over 2.6 million units sold in the first 2 weeks
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The challenge

  • Much larger scope
  • Almost infinite number of possible

player paths

  • New and untried test strategy required
  • Limited test team size

– Both internal and external

  • We wanted to test smarter
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What we did

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What we did

  • Changed the QA team structure
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What we did

  • Changed the QA team structure
  • Used testing tools and debug tools
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What we did

  • Changed the QA team structure
  • Used testing tools and debug tools
  • Used telemetry to inform our testing
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What we did

  • Changed the QA team structure
  • Used testing tools and debug tools
  • Used telemetry to inform our testing
  • Changed our test strategy to leverage

exploratory testing

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Team Structure

  • Internal QA team = 8
  • Embedded specialists
  • Ownership of their area
  • Mostly autonomous
  • Close collaboration with devs
  • Supplement with Sony QA
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Why this worked

  • QA gained deep knowledge of their areas
  • Created good connections with the

development teams

  • Ownership = fully invested
  • Embedded QA was in the best position

to decide test strategy

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Tools

  • Debug views allow us to see what

the game is doing

  • Debug views help developers
  • Debug tools allow us to change what

the game is doing

  • Debug tools help testers
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Examples of debug views and tools

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Automation and telemetry

  • Huge challenge for test automation:

– Non-linear game – Open-world – No pre-existing automation framework

  • Automated bots roaming the world
  • We used telemetry to inform our

testing

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Examples of automation and telemetry use

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Test Strategy

  • We needed a major shift in our testing

strategy

  • Focus on exploratory testing
  • Guided by the testers’ experience

and knowledge

  • Risk-based
  • Focused on things that changed
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Test Strategy

  • Major revisions of our test strategy

throughout the project

  • Persona-based playthroughs did not

work as we expected

  • We adapted our approach to the various

project stages

  • Charter-based exploratory testing
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Why exploratory testing?

  • We could not test everything

– Need to focus

  • Avoids tunnel vision in testers
  • Leverages specialist testers
  • The method most likely to find bugs
  • Very flexible
  • Does not need extensive test cases
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Example exploratory charters

  • Attempting to fast travel during fights
  • Backtracking during quests
  • Using interactive objects while

wielding a weapon

  • Reloading the game during a cutscene
  • Trying to kill quest characters
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Example bugs found

  • The game crashes if a quest is deactivated
  • n the map screen while player health is 0
  • If the player fast-travels while throwing a

rock, their weapons will be disabled

  • The player can break a stealth tutorial

by killing the robot with rocks

  • The moon orbits in the wrong direction