Talking about Books… Part II


As I promissed, here we go with the second part of “Talking About Books”. If you miss part One, click here.

Once again, thanks to Tom Sloper for the quite selection of literature.

Serious Games: Games That Educate, Train, and Inform

by Sande Chen & David Michael

Publisher: Course Technology PTR; ISBN: 1592006221

Book Description “Serious Games: Games that Educate, Train, and Inform” will help you learn how to take what you’ve learned in making games for fun and apply it to making “serious games”: games for education, training, healing, and more. It will provide an overview of all of the major markets for serious games. This overview will include examples of what has been done with video games in these markets, and what is anticipated in the future, including market scope, goals of each emerging market, game types offering greatest potential, the shortest route to market by category, development budgets by category, and barriers for developers to consider.

(Blog’s Author: As we are talking about Serious Games, do not forget to check my Final Paper about a Serious Game inside the Foreign Trade Area – check it out here)

Game Design Workshop.jpgGame Design Workshop: Designing, Prototyping, and Playtesting Games

by Tracy Fullerton

Publisher: Morgan Kaufmann; 2nd edition (February 8, 2008)

ISBN-10: 0240809742

ISBN-13: 978-0240809748

The publisher of 1st edition says: Master the craft of game design so you can create that elusive combination of challenge, competition, and interaction that players seek. This design workshop begins with an examination of the fundamental elements of game design; then puts you to work in prototyping, playtesting, and redesigning your own games with exercises that teach essential design skills.

Andrew Rollings and Ernest Adams On Game Design.jpgAndrew Rollings and Ernest Adams On Game Design

by Andrew Rollings and Ernest Adams (duh)

New Riders; ISBN 76092-02300.

What people are saying about this book: “This book sets the record straight as to what ‘game design’ is and why it’s important.” – Tom Sloper; President, Sloperama Productions.

Also see Ernest Adams’ website, at

Game Design by Bob BatesGame Design by Bob Bates

Thomson Course Technology ; ISBN: 1-59200-493-8

The publisher says: A behind-the-scenes look at how a game gets designed and developed – from the day the idea is born to the day the box hits the shelves.





Rules of Play.jpgRules of Play: Game Design Fundamentals

by Katie Salen & Eric Zimmerman

The MIT Press ; ISBN: 0-262-24045-9

The publisher says: A much-needed primer for this emerging field. A unified model for looking at all kinds of games, from board games and sports to computer and video games.




The Indie Game Development Survival Guide.jpgThe Indie Game Development Survival Guide

by David Michael

Publisher: Charles River Media; ISBN: 1584502142.

Ok, not much to say about this last book, but Google is there for a reason. 🙂

Go for it and enjoy the reading!

I will keep posting the other books during the week. So, stay tuned! for part III!

See ya!


Talking about Books…

Good Morning everyone!

When we talk about the game biz, we have to understand – as I Always say – that it is an industry as all the other and you will work in a real JOB. Yeah, JOB, work, duties, tasks, etc. And like any other job, you have to keep developing yourself to build a great career and a great resume, with a lot of experience and knowledge.

I don’t know if you remember, but in an older post I said that you have to be an avid reader. And that is true. Not only about worlds of fantasy, technology, medieval or character, but about the industry itself and how it works. Or you plan to be a tester for the rest of your life???

My point is, you have to study, and study a lot. Read a lot, talk with people, discuss, and ask, research. No knowledge will come to you out of the blue.

So that’s why, once more, Tom Sloper, gives us the opportunity to make our professional life better. He listed at his site a few books that he consider recommended reading for Aspiring Game Designers and more.

Here we go with this list. Hope you guys can have the opportunity to check them all, because here in Brazil is kind of hard and most of the books we can only have access through Amazon and in the original language. (Just to let you know. Still, not a problem to be, by the way. rsrs)

Enjoy the reading!


NOTE: these lessons are primarily aimed at aspiring game designers, but many of the concepts described herein also apply to those who aspire to other types of jobs in the game industry.[…]

Game designers are creative. So I list books on creativity — and I list creative novels about games to spark the reader’s creative thinking.

Game designers work in industry. So I list books about how to survive in industry.

Game design is intricately interwoven with what producers do (well, sort of – but I’m a designer and producer). So I list books about how to manage, and about projects.

Games do not exist in a vacuum — players use a “language” which was developed in earlier games. So I list books about the history of the game biz.

Programmers are designers too — one or two books in this list may be addressed to the more technically-minded “designers” of games.

Introduction to Game Development

Edited by Steve Rabin

Charles River Media; ISBN: 1-58450-377-7

Reviewer says: An introduction to all aspects of the theory and practice of game development, design, and production. The book, which can be used as a text for introductory courses or as a comprehensive reference for game developers and designers, is divided into seven independent parts. 27 leading game developers have contributed chapters. […]


GameDesignPerspectiveGame Design Perspectives

Edited by Francois Dominic Laramee

Paperback – 401 pages, with CD (May, 2002)

Charles River Media; ISBN 1-58450-090-5.

Book Description: This unique compilation of design articles provides designers with insight into how their colleagues approach game design, where they have stumbled, and how they have succeeded. The articles are written by a diverse group of designers with a wide variety of game backgrounds. The topics covered range from proper design documentation, user interfaces, design theory, characters and storytelling, to quality management, platform- and genre-specific design issues, relationships between designers and the user community, and game development project management. If you are just beginning in game design, you’ll find new ideas to complement and compare with your own designs. Producers and managers will also benefit from The User Community and Managing a Game Development Business sections.


SecretOfGameBusinessSecrets of the Game Business

Edited by Francois Dominic Laramee

Paperback – 338 pages (March, 2003)

Charles River Media; ISBN 1-58450-282-7.0

Book Description: Explore the inner workings of the game development and publishing industry through the experiences and insights of industry experts. These publishing executives, developers, veteran producers, designers, owners of independent studios, and academics have written a unique collection of articles that really delves into the intricacies of the business. A must-have resource for anyone interested in starting a game development studio or improving an existing one.


DavidPerryOnGamedesignDavid Perry on Game Design; A Brainstorming Toolbox

by David Perry, Rusel DeMaria

Charles River Media ; ISBN-10: 1584506687. ISBN-13: 978-1584506683

The author says: It’s the biggest book on game design ever written, at over 1,000 pages long. It’s designed to help students & designers come up with innovative new ideas, and also to expand current ideas.


TheGameProductionHandBookThe Game Production Handbook

by Heather Chandler

Publisher: Charles River Media; ISBN: 1-58450-416-1

Book Description Written by a veteran game producer, The Game Production Handbook is the ultimate industry reference. It answers the questions new leads, managers, and producers have, and it gives the pros new insights and valuable tips to improve their existing processes.



(Blog’s Author: Man, as the post goes through more than 14 pages, I will slip this post.

See you guys later with the 2o part of Book tips for the Game Biz)

Originally posted in 20/01/014.

How QA works?


I found out this really informing video from Trendane Sparks in YouTube and he describes, in 3 videos, what is to be a QA Tester.  Think you should check it out.

Still, here are some few notes about the video that I made – if you are really lazy to see the videos. =) – of what I found out to be important.

* First thing that he says is that: “Playing video games is different from testing video games”.

* He also talks about the black-box tester / Ender user tester.

* Expectation of quality.

* What does it takes to be a good QA?

– Be able to communicate.

– Attention to details.

– Know the perspective of other (clients/bosses/workers).

– Find where the games goes from good to better to worst and go into the details to make it better.

– Patience.

– Give positives lines about the game and stuff not only what is bad or wrong.

– Thick skin – Someone will get mad about what you said, start screaming and point fingers at you.

– Courage.

– Gamers generally understand what makes a game fun.

– Keep a list of all the bugs you found.

– They will ask you to sign a document saying that the game is ready to release. If you say no, have a great backup. Bug database.

There are two kinds of bugs.

– Subjective bugs, which are just opinions.

– Objective bugs, based upon facts.

Tell people about the bug.

Bug is something that pulls you out of your game experience.

If you find a bug and there was already reported by many other people, it may not be written well. Read it and see if all of them have the same core/context.

Do not use the word “should” or “shouldn’t”. You are not the game designer. Write what you expect to happen. Be objective.

Notes: Place where you can express your opinion.

No game goes out perfect and okay. There will be always bugs.

Well, for me, as a beginner in this kind of area, I found really interesting and some good stuff that can make you think. Also, is a different point of view of what a QA Tester does and what it shouldn’t.

Originally posted in 15/01/2014.

My Top Music Games – Part I

Video-games are pretty amazing. We all love it, play it, blame it, cry over it of anger and then we play it again. But, between a lot of things inside a game that make us keep playing and talking about it is the music.

Back on 70’s when the first game came out, the music was horrible and we all know that. That was because of the lack of technology and, most of the time, programmers were the designers, writers, developers, etc. So, we cannot really blame them. Some of the games didn’t even had music. We had to use our imagination. Consoles, PC and even Arcades. The magic happened in your mind.

The 80’s we had more companies that started to use the technology to develop better sound effects and introduce music to the games at that Intro, end stages, bosses, start games, dead characters, etc. Still nothing really good, but, for the time, it was a huge development. You could even “feel” the game. Still, there was just one problem: All the songs were repetitive. It was an infinite loop over and over again. Not to mention that, if you search better, at 90’s you may find some games with the repetitive song like The Simpsons: Bart Vs The Space Mutants. Nice game, hard as hell, pretty fun, made me a lot anger at a time. But that was okay, because it was what we had for the time. 🙂

Then came the 90’s. This is where I grew up. My whole childhood was inside of some games from 80’s, a few from the 70’s, but most of them from the 90’s. And here is where I will talk about the most. Most games here had amazing soundtracks and I also have a lot of them on my MP3 player, because they are so good to listen again and again.

Now, when I’m talking about the music, I won’t just talk about how well they were created, how many instruments were used, if the composer is famous or not, but how deep the music put you in the game, the atmosphere that it creates and the feeling that you had to keep at the same stage just to hear it again and again. Some soundtracks were so good that I had to learn how to play on the guitar or piano.

Over the Internet you can find a lot of fans and different opinions about it. I checked over 10 websites and listen to a thousand of musics on Youtube to understand why some songs are good and others are now. The main thing is that, if you don’t like the game, you may not like the soundtrack either. However, this is not a rule, but it may happen. What could also happen is that, you may like the game, but the soundtrack is garbage. That is most likely to happen and/or vice-versa.

I also picked up some nice songs that marked my childhood. Every time that I listen to it, I start remember those hours that I spent invested on my game knowledge and, man, that feels good!

All right. Here is my list, and probably I will have to divide into 2 or 3 posts…


Guilty Gear X2, also know by some people as Guilty Gear XX, is a fighting game developed by Arc Sytem Works and published by Sammy Studios. You may find it for Arcade and Playstation 2.

Release on May 23rd, 2002, this game mix an amazing heavy metal riffs and double drummers with a fighting style game. It’s just amazing. If you like heavy metal and games, this is the perfect combination of both. The speed of the music and the movements fluency keep you in a constant adrenaline rush which you can only stop at the end of the fight. I thought the combination fit nicely and was almost like a game that I made on Mugen, mixing fighting characters from other video-games with the soundtrack of Iron Maiden, Stratovarius, Angra, Sonata Arctica and more. Definitely, an add for the game music soundtracks that you want to have on your mp3 player.


Have you played this game? For me it was one game that really marked my life.

Developed by Square, the game is an action RPG Survival Horror on the same style as Resident Evil. Released on March 29th, 1998, you will find it only for Playstation console. And the soundtrack? The intro soundtrack really put you into the game and goes from slow notes to fast ones, alongside the piano and the guitar. Also, the ending vocal song “Somnia Memorias” uses influence of both opera and electronica. Performed by Shani Rigsbee (no clue of who she is), it is known as one of her more original soundtracks.

An amazing game with a great soundtrack, the game received positive reviews from critics and also received a score of 76.72% according to GameRankings and 81/100 on Metacritic.

Z.O.E. – Zone of The Enders

I’ve never played this game and didn’t even know about it until now. However, a lot of people say its a good game and you should play it. I’ll work on it later.

Zone of The Eders (Z.O.E.), created by Hideo Kojima (another reason to play it for some reason like, I don’t know, METAL GEAR SOLID), published by Konami and expanded on by animation studio Sunrise, it was released for Playstation 2, Playstation 3, Game Box Advance and Xbox 360. Not going to talk about the plot or the game itself, but the soundtrack.

It is actually really nice and makes you feel like you are in a gym or doing some kind of hard exercise. Of course some parts are thrilling and build an environment of mystery, tech stuff and the feeling like “I can do that!” – as you listen to songs that has a chorus with the notes C – D – E on this same sequence….. well, sorry for the miss direction of the thoughts, but musicians will understand me…

Anyway, nice soundtrack alongside anime, robots, Japanese, Hideo Kojima, etc.


Another game, developed by Square and published by Square, Sony and Square Enix, Einhänder was first released on Nov 20th, 1997. The game is a shoot’em up game in which the player controls a Fighter Spacecraft. Pretty interesting.

Now, lets talk about the soundtrack. At first I didn’t really put some faith in it. But, as I continuous listening, I realized that it’s actually good. A futuristic theme that makes you believe that you are in a Rave Party. Some of the songs remind me also of Matrix, another of old futurist movies. Anyway, it makes the job and you feel right at the middle of the fight between the Moon and the Earth.

Mixing techno and electro, several tracks make use of subgenres of techno, such as progressive house, or other genres like hip hop, piano-based music or opera. Also interesting to mention that the musics was composed by Kenichiro Fukui that also helped on the Arrangers of several Final Fantasy games and others.


Now, lets go back a little bit and change our console. Does any of you remember the Sega Genesis? Nice console with hard and cool games. I changed my Super Nintendo for one when I was young because SNES games weren’t hard enough. Yeah, I did it.

Anyway, there were a lot of games for the Sega Genesis and some cool soundtracks behind them. One of them is Street or Rage 2, developed by Sega (AM7), Ancient, H.I.C. and Shout! Designworks. (lot of folks!) and published by Sega.

A little space in here, we could also talk about Street of Rage 1 and 3. I didn’t play them as much as the 2nd one, but they also have a real nice soundtrack. In a nut shell, the 1st one has some kind of techo and Jazz that moves along electronic and swaggering house music, just like the 2nd one, but not as good as it. The 3rd one comes in a more synthetic and dance kind of music. Much more like a crazy high notes that gives you headache if you listening too much of it.

Lets keep it with the 2nd one. Its better for my mental sanity.




A really fun game on the style of beat’em up, released on Dec 20th, 1992. I myself played a thousand times. The controls are fluent and greats, enemies are in some kind good to beat and the stages are also difficult on its own way.

The soundtrack is also something that really catch into you. It was influenced by electronic dance music, specifically house, techno, hardcore techno and breakbeat, it was considered revolutionary for its time. The blends of swaggering house synths, dirty electro-funk and trancey makes you feel in a nightclub or a Jazz club. I’d definitely download it and put on my list of great songs. You should try it too. 🙂


Megaman was always a great game since the beginning. You can find a thousand of games for mostly all the consoles on the market. But I’ll talk about a specific one. Megaman X4.

Released on Aug. 1st, 1997, developed by Capcom and published by Capcom and Virgin Interactive, Megaman X4 can be found on Sega Saturn, Playstation, Windows, mobile phones, Playstation Network (Playstation 3 and Playstation Vita).

I could talk a lot about this game. Is one of my favorites and, even after so many years, I’d stop and play it all over again, because it just amazing. The controls, the plot, the way you update Megaman into a better character, enemies, useful tool inside the game, the way the game teach you how to play without you knowing it, etc. But, lets focus

The soundtrack was composed by Toshihiko Horiyama and he also worked on several others Megaman games as 7, X3, Battle Network 4, X and other games. The opening song – Makenai ai gai kitto aru – gives me chills even nowadays.


Now we are talking games and soundtracks. This is another game that I did enjoy A LOT playing and would keep playing it for more 20 years.

This games is awesome. And I not talking about the graphics or something like that. The gameplay is amazing, character movement is smooth, bosses and secrets are pretty good and you have a lot of items, places to go and discovery and upgrade Alucard (the son of Dracula) to hes unlimited powers. It a miss of side scrolling game with RPG and Platform-adventure.

Published by Konami on Mar. 20th, 1997, you can find it for Playstation, Sega Saturn, Tiger Handheld, Playstation Network and Xbox Live Arcade. And the game also has an amazing soundtrack. Now I am telling you, I downloaded most of the songs and, still today, I listen to them. They are just good.

Composed by Michiru Yamane (its a woman! okay, I didn’t know that until I Google her name…), the music contains elements from classical, techno, Gothic, rock, new age, jazz and sub-genres of metal – including black metal and thrash metal. (not talking about the final credit song which made me feel weird after all the Dracula’s stuff, dies, blood, heads rolling, etc…)

Each song has it own way to bring you to that specific moment of the game. Fighting Dracula in the beginning with Richter has a rock model song, going into the library has an intellectual and literal style. Bottom line, you have to play it, enjoy the song, download it into your PC, than play it again and again. This is one of the games that I will never get tired of playing.


This game is just awesome. Its a true proof that you can build a great games without enemies, killing, blood, rolling heads, etc.

Portal is a FPS + Puzzle Platform game developed by Valve Corporation released on Oct. 09, 2007 for Windows, Playstation 3, Xbox 360, OS X, Linux, Shield Portable where in order to move to the next stage, you have to solve a series of puzzles with the only gun in the game: The Aperture Science Handheld Device, or you may call the boring way, Portal Gun. With this gun you can create two kind of portals which you use to go through from a place to another. In a short, it creates a visual and physical connection between two different locations in three dimensional space.

Okay, but enough about the game. Lets talk about the soundtrack. All the musics of the game are simple electronic and have no vocal at all. But what makes it really good to be on this list is the final song: Still Alive sung by GLaDOS (the artifical intelligence that wants to kill/help/kill/trick you the whole game) with pieces of data from the game. The song got so famous that even a version for the Rock Band was released. Also, another one that I have on my mp3 and I never get tired of listening.



A quick fact: The reason that this game is called Final Fantasy is because Square was about to go bankrupt and the designers believed that it would be the last attempt to keep themselves on the game company. The Final Fantasy (or game creation) that they could do. Well, it worked and like those Christmas Specials, we still have a lot of FINAL fantasies around. Thank you, Square!

Now, not specific this Final Fantasy, but I guess all of them has an amazing soundtrack. I used to listening to it on my afternoon nap. Yeah, nap! I like to take naps! Deal with it! 🙂

Composed by Nobuo Uematsu, Final Fantasy VII was the first game of the series to include a track with digitized vocals. One of the songs, “One-Winged Angel”, has been described as Uematsu’s most recognized contribution to the music of the Final Fantasy series.


Overall, they are well elaborated mixing all kind of styles going from slow and melancholic to fast and energetic ones that, most of the time, keeping you at the same place just to hear it again.

One of my favorite tracks is not from FF VII, but from Final Fantasy IX – A Face Unforgotten – simple, beautiful, touching…

All the songs on this one mix a kind of medieval style with techno and others styles dealing a lot with flutes, pianos, harps and all the medieval things. Just pretty good and you should go after it to listening, download and listening



Alright, and what about this one? Who on the realm of video-games has never played Doom?

Originally released for MS-DOS computers in 1994 and also Macintosh in 1995. This FPS game developed by ID Software and Nerve Software was released on many platforms due to its huge success. You may find it on DOS, Macintosh, Game Boy Advance, Tapwave Zodiac, Xbox Live Arcade, Xbox 360, Playstation 3.

And what about the soundtrack? A beautiful work from Robert Prince that, for some people, put him on the map of video-games musics. The songs from the game grew extremely popular among gamers that you can find a huge number of versions and remix projects so many years after it. He also worked on Doom, Duke Nukem II, Duke Nukem 3D and many other games.

A real gamer definitely would, at least, listening to it to know. A real good work even for the time where not so many technology was available. Tip: You may check the MIDI version of it. 😉


Yes! Tetris is the one I am talking about. You may be asking “What? How? Where?”. I’ve to say that the soundtrack of this game is not just contagious, but also really famous around the world. Check it out at youtube and you will find an infinite variation of this song, from dance to heavy metal going through Jazz, Opera, hard rock, etc. I myself had played a couple of times when I had a band!


The soundtrack is based on the Russian folk song Korobeiniki, a nineteenth-century song. Now, Russians may not be so into the Tetris song, but outside Russia, this song is widely known because of Nintendo, by the hands of Hirokazu Tanaka in 1989. He re-arranged the song and, in 2008, UGO Entertainment listed the song as the 3rd best video-game music of all time.


A little about the game, the design was made by Alexey Pajitnov and Vladimir Pokhilko and the first released of the game was on June 6, 1984. The game is not that mystical or full of stages and quests. The objective is to place the blocks on the bottom of the screen as aligned as possible on the horizontal way. Each line completed, it disappear creating room for another one. And that goes on and on. Some people may say that the game has no end, but it has indeed. Google it and you will find.


Another game that made my childhood a happy time. Even today I have it on my computer to play when I’m looking for a game to relax and not think about anything.

Developed by Nintendo and published by Nintendo alongside Mattel, Super Mario World was released on Nov. 21, 1990 and you can find it on SNES, Game Boy Advance, Virtual Console (Wii and Wii u). Other Super Mario games you can find around the world. Really. Mario has been around for so long that have, beside the games, foods, clothes, toys, cartoons, drinks, cosplayers and others parallel universe versions.


The soundtrack was composed by Koji Kondo using only an electronic keyboard. A real prove that the most important thing you need to get success is your imagination. All the music heard in the game, with the exception of the title screen, credits, maps, castle and fortress, and fighting Bowser, is a variation of the same melody. It goes from regular and standard melody, to slow, with echos, quick and energetic and more.


Now, some of you may think that “due, the whole music is based on a same melody variation! That’s not creative!”. Well, what if I tell you that, the simple things are the best? And to get to a simple thing like that you have to study and understand a lot of that? Simple check the concept of Design. It’s “easy” to create something complicated. Just keep adding parts, instructions, notes, instruments, etc. But for something simple – as the song that Koji could work with – you have to blend everything into one thing to make it fit…. You better go after later for a better understanding….Anyway, that’s what Super Mario World and other theme songs from Mario, is on the list. Like Tetris, you can also find a lot of variations of Mario’s theme on the internet, some of them, pretty amazing.


I remember playing this one on the Arcade when it first came out. Amazing graphics, game play, character and music. Well, it was back in 1994, so for the time and my age, it was pretty awesome.

Killer Instinct was first released on Oct. 28, 1994, developed by a bunch of studios as Rare, Double Helix Games, Microsoft Studios and Iron Galaxy Studios and first published by Midway Games. Its basically a fight game one-o-one combat. Some says that its a mix of Street Fighter with Mortal Kombat.
The soundtrack of this game is also really nice and good to hear if you like dance music, techno, drum n’ bass style. Composed by Robin Beanland (also worked on another Killer Instinct titles) and Graeme Norgate (worked on games like Golden Eye 007, TimeSplitters and Donkey Kong Land), some of them are like futuristic trance and other deep and creepy style. But this is for the first one, 1994.
Years later, in Nov. 22, 2013, Microsoft Studios released a new version of the game with an even better soundtrack, with good guitar riffs, hard hit and more like a metal style. Of course they didn’t lose that dance and techno style which can also be found in some songs. Anyway, both of them have their unique type of songs and are a valuable contribution to our list.
Well, for not this is it, but this is just the first part of what will probably be more than 2 or 3 parts… There are so many games to check and so many songs to listening to. Hope you guys can keep it up with us following the blog and enjoying the reading.

See ya on the next post!

What kind of games the Brazilian market is used to play?

Hello, my dear friends!

We all know that games are all around the world and each company has an interesting on a specific market. Americas, Europe, Asia over mobiles, consoles, PCs. Even more, some companies has being focused on a single style as action, FPS, RPG, platform, etc and trying to get on the market.

But there is one market that has being growing since a few years ago. The Brazilian Market. Most of companies that spare sometime to hire someone that speaks Portuguese to translate/localize their games, are way ahead of other. And its not me that is saying that. The Brazilians are. Ask anyone from Brazil why they are playing that specific game or the other one. Also, we can rely on number.

According to the Sao Paulo Times,  (sorry the website is not in English) only 5% of the population speaks English and only 8% of the Classes A and B speak English. The rest of the news is about getting yourself into the market about the lack of English language. But my point is, back in Brazil, only this class A and B and a little of C have access to the games that are produced in North America, Europe and Asia. Let talk real here: Games are so expensive that most of the Gamers there download it from the internet – illegally. Due to that, they sometimes, do not have access to the updates and translations games – or they do?

Games that are not translated/localized we have forums and groups of these Brazilian Gamers that get together to translate it. I did it myself helping them. That is where I want to get. Brazilian Gamers tend to play more games if they are translated. Of course most of people play them in English and they also say “I have no problem with that” or “I can understand/speak English” but if you put a plot in front of them, they would just press all the buttons to skip that ASAP.

Now, what this all has to do with the Post Title?

Well, a lot of companies are trying to get into the Brazilian market – and a lot of them did it really well – but what kind of game do you have to introduce to reach success in Brazil? That’s where the answer of the questions comes in handy – and the news – (Sorry again, this news is in Portuguese, but I’ll translate below, in a short). So, if you want to know more about the Brazilian market and how translation/localization is important, you can check this post.

Simple Games are the ones with more downloads for cell phones in Brazil on 2014.

The news page (G1) had access to the TOP 5 games from Google Play. Store is the one that attend the largest quantity of smartphones and tables of the country
TOP 5 downloaded games has being compiled according to the number of downloads of this kind of games at Google Play. Unfortunately, Google didn’t release how much downloads each game had.
Still, here are the games:


Yes. POU. Simple as a Tamagochi, the objective of the game is to take care of this weird thing, feeding it, cleaning it and putting it to sleep. And when you get boring of it, you can add you POU to some competitions, simple ones, but at least they are competitions.

The app has also an option to print a 3D version of it. Before that, you could buy your POU as a toy.



My Talking TOM is can also being printed and, if you like cats, this one is for you. You can tap the cat, watching him stretch, hug him, play with him, wash him…. almost like a POU but with legs and arms and a real face. Another interesting thing is that he can record what you tell him and repeat with a thin and annoying voice (believe me, I have some nephews that played with all day long). Also, according to Outfit7, the game has been downloaded more than 230 million times around the world.



Alright. Another one that I didn’t even imagine that would have on the TOP 5, but that’s okay. We have this one, Subway Surfers. On this game you have to avoid trains (really) and collect coins on the way. Nothing special about it, but the simple fact that is simple.


Alongside Subway Surfers we have Despicable Me where you have to control the Minions and collect bananas, fight bosses and more. I haven’t play this one, but I’d just because of the Minions. I like that: There, I said it.

Created by Gameloft, one of the specialized game companies over licensed games, they are one of the icons at the mobile generation. Since 2000, they have more than 500 apps published, which has been downloaded more than 1,7 Billion times. (Note: I did play some games from Gameloft and I’d made some changes in a few of them, maybe adding something… anyway). The company is here and is keeps growing like there’s no tomorrow.



Some of the companies above may scare some other due to the large number of downloads. But the market still have space for other and small companies that are looking for a place to grow. The Argentinian company Etermax has less than 10 games published. The game is a real exception at this list because is asks more than just doing tickles at your smarphone.


So, what do you think about it? Did you know that this simple games could be the ones with more downloads in Brazil? More, I cannot say if people kept playing them, because it only says the downloads and I could have downloaded it and, after 5 minutes deleted it.

However, is important to underline that, all of this games has its own Portuguese version and this, you can believe, is one of the reasons that it reached those positions there.

So, what about getting someone to translate your games and get into the Brazilian market? What are you waiting for?

Can a game really change History?

Hi. How are you?
Have you ever had questions about the history of your country? What did really happen back there, why, who died, who were traitors and who where allies?

Well, some people take that really serious and, specially, politicians. Why? Because everything regarding to politics history they have to talk about it. I myself see this as an opportunity to teach children and players what history was really like and to bring them to know better that. Also, that would be a really difficult post to do, because I may fell like stepping on eggs, but, anyway, let’s give it a try.

I came to a New York Times news from Nov. 20, 2014 talking about a interesting situation that happened with the French company Ubisoft. We all know that their games are awesome and sell a lot of copies around the world. But, what happened when you build a game based on a specific history of a specific country? A lot of people may say, “nah, that’s okay, because the game used the history to create a Fantasy world and I know that is not for real”. Other would say, “if you create something based on history, you have to study it. No just consulting books and the internet, but really study. Otherwise, it will be a pour game.”
I’ve played some amazing games regarding to history, specially FPS War ones. Call of Duty, Medal of Honor,Battlefield, etc, and I actually liked most of them because was a way for me to learn about history while playing. I’d also enjoy playing a game based on Brazilian history, where I am from. I know my history, what happened, I know who were traitors and who were “good” people. Why? Because I went to school, I studied. And every time there were something that I didn’t get it, I went after it or even read the manual of the game as the historian who advised Ubisoft, Jean-Clément Martin. As he said, the game was not intended to as a French-bashing or historical revisionism, but to create a fantasy world where players could have a different view of history.
Still, that’s my opinion and I’d probably keep talking about over and over again, but I prefer to leave up to you. Read below the news and let me know what you think.
Again, to check the full text, check here!
Video Game Meets History, and France Rebels Again
PARIS — Perhaps only in France could a video game provoke an earnest philosophical debate over the decadence of the monarchy, the moral costs of democracy, the rise of the far right and the meaning of the state.

The French are fulminating over the game, Assassin’s Creed Unity, not because of excessive violence as Americans might, but over its historical inaccuracy and political slant. Critics on the left say the game undercuts a cherished narrative of the French Revolution — the miserable masses rising up against an indulged nobility.

Set in a meticulously rendered three-dimensional Paris during the French Revolution in 1789, the game is part of a popular series whose previous versions have been set during events like the Crusades and the American Revolution. The series, made by the French company Ubisoft, has sold nearly 80 million copies since it was introduced in 2007.
In the game’s latest incarnation, released last week, the hooded hero is Arno Victor Dorian. A young Frenchman whose father was assassinated at Versailles, he takes no small measure of glee as he jumps across the rooftops of Paris, including the Cathedral of Notre-Dame, mercilessly killing members of the nobility and other rivals with his “phantom blade” or pistol.
Critics of the game, led by Jean-Luc Mélenchon, the firebrand left-wing politician and onetime presidential contender, have lambasted it as dangerous “propaganda” that portrays the French masses as bloodthirsty murderers, while the high-living Queen Marie Antoinette and King Louis XVI are shown sympathetically.
At a time of economic and political doldrums, when the far right National Front is on the ascent and the Socialist president, François Hollande, is deeply unpopular, Mr. Mélenchon warned, on France Info radio, that the game threatened to fan “hatred of the Republic,” which he said was widespread among the far right today.
The video game reflected a current strain of self-hatred in France, he said, suggesting that it was perilous for national identity.
“Smearing the great revolution is dirty work that aims to instill the French with even more self-loathing and talk of decline,” Mr. Mélenchon told Le Figaro, a French newspaper. “If we continue like this, no common identity will remain possible for the French besides religion and skin color.”
Mr. Mélenchon fumed that the game did not repudiate Louis, a “traitor” who, according to historical documents, he said, had tried to get foreign armies to rescue him before he was executed.
He said “that cretin” Marie Antoinette, who was queen of France from 1774 to 1792 before meeting her end at the guillotine, was erroneously represented as a “poor little rich girl” even though, Mr. Mélenchon said, she tried to conspire to have France invaded.
Perhaps the greatest target of his ire is the game’s depiction of Robespierre, whose reign of terror against the perceived enemies of the revolution has made him a villain to some critics who view him as a tyrant.

Mr. Mélenchon told France Info radio that the game’s denigration of Robespierre as a “monster” did not consider his role as a “liberator” and the leader of a movement that gave Jews the right to vote and tried to do the same for women.

Ubisoft has defended the game, and one of its producers, Antoine Vimal du Monteil, told the newspaper Le Monde that Assassin’s Creed was, after all, a game and “not a history lesson.”
Emmanuel Carré, a spokesman for Ubisoft, said by phone that 1,000 people had created the game over three years and that thrills for the player had taken precedence over historical accuracy.
“This is France, where everything becomes politicized, including video games,” he said. He said the game sought to capture the complexity of characters like Robespierre and Marie Antoinette.
On a blog hosted by Mediapart, a news website, Jean-Clément Martin, a historian who advised Ubisoft on the game, wrote that Assassin’s Creed Unity was not intended as French-bashing or historical revisionism, but rather was meant to create a “fantasy.”
“Let adolescents, young and old, play,” he wrote. “Perhaps they will get the idea to go read a manual or a history book, and everyone will have won.”
So, what do you think?  Really believe that is something to care about or just let the game be?

QA interview questions and answers – Part III

Oh, Yeah. We are here at the final part of:
Don’t worry, it won’t be like Star Wars or Star Trek with so many sequels. We just go to the last part and you can learn (almost) everything that you need to know to keep study about QA and turn yourself into a GURU of the Game Industry and everybody will love you and want to hire you and and …. ok, back to Earth, lets read it!
QA interview questions and answers – Part III
QA interview questions and answers – contributed by Rohit Srivastava


Q51. What is the role of Bug Tracking System?

The Bug Tracking System role is discussed below:
  • Testers and developers can know the status of the bug at every stage.
  • Changes to the Status will be available to all team members.
  • Developers and Testers can easily interact with bugs.
  • Repetition of bugs will be avoided.
  • Easy to distribute the bug among the developer.
  • It will act as a centralized one for defects.


Q52. How do you prioritize testing tasks within a project?

Test Process are execute in step by step. We cannot skip any of the process defined. 

Following is the Test Process which are in terms of their priority:

1. Preparation of Test Plan.
2. Preparation of Test Cases.
3. Execution of the Test Cases.
4. Defect report and tracking.
5. Test Report Summary.


Q54 Describe Bottom-Up and Top-Down approach in Testing.

Bottom Up Approach:
  • The bottom up approach testing approach is carried out with the help of the test driver. The test driver calls a component to be tested.
  • The modules in the lower level of call hierarchy are tested independently. Then the next level modules are tested that call previously tested modules. This is done repeatedly until all the modules are included in the testing.
  • Bottom up testing stops when the top module in the call hierarchy is tested with all lower call hierarchy modules.
    Top Down Approach:
  • the top down approach is carried out with the help of the test stub. Test stub are the dummy programs. The Stub is called from the software component to be tested.
  • Tests top layer of controlling subsystem first. Then combine modules that are called by the tested modules and test resulted collection of modules.
  • Do this until all the modules are combined and tested.


Q55. What methodologies do you used to develop test cases?

For developing the test cases we use following strategies:
  • Error Guessing: The tester has to guess what fault might occur and to design the tests to represent them.
  • Equivalence Class Partitioning: The input domain data is divided into different equivalence data classes; take few valid values with 2 invalid values. This is used to reduce the total number of test cases to a finite set of testable test cases.
  • Boundary value analysis: Boundary value analysis testing technique is used to identify errors at boundaries rather than finding those exist in center of input domain. Boundary value analysis is a next part of Equivalence.


Q56. What are the differences between test strategy and test plan?

The differences between these two are described below:
  • Test plan is dynamic where as test strategy is static.
  • Test plan is prepared by the Test Lead where as Test Strategy is prepared by the company management.
  • Test strategy defines: methods and coverage criteria to be covered test completion criteria, prioritization of the test where as Test plan is a document describing the scope, approach, resources and schedule of intended test activities.
  • Test Strategy is a high level description of the test levels to be performed where as Test plan is written record of the test strategy and resource planning.


Q57. What is the need of Test Plan document?

Test Plan tells the tester that what needs to be tested and how testing is going to be performed. Test plan also tells that what resources are needed for the execution of the test cases, timelines and risk associated with the test plan. We can also perform the testing without test plan document, but first we have to select test Approach for the testing and go with testing. Many test plans are being created just for the sake of processes. Many tester use test plan documents when test plan document contains the some useful information.


Q58. Why we do load and performance testing?

Load Testing: The reason to perform the load testing is to determine response times of application processes and transactions to establish whether they are within acceptable time limit or not, as per user requirement. It also measures the capability of an application to function correctly under load by measuring the systems key performance indicators.
Performance Testing: Performance Testing is performed to determine response time of the some components of the system perform under a particular workload. It is generally measured in terms of response time for the user activity. It is designed to test the overall performance of the system at high load and stress condition


Q59.What is difference between test effectiveness and test efficiency?


  • Test Efficiency is the ratio of number of test cases executed by unit of time (generally per hour).
  • It is the amount of code and testing resources required by a program to perform a particular function. Test Effectiveness evaluates the effect of the test environment on the application.
  • Test Effectiveness is a measure by the customer response on meeting product requirements where as Test Efficiency is a measure of optimum utilization of resources to create the Software product.


Q60.What is data driven testing?

Data Driven is an automation testing part in which test input or output values, these values are read from data files. It is performed when the values are changing by the time. The different data files may include data pools, csv files, Excel files. The data is then loaded into variables in recorded or manually coded scripts. For data driven testing we use Parameterzing and Regular expression Technique.
Ex. Let we want to sign up to create an account in Gmail for 100 users. For this we pet all the user detail in a single excel sheet or use a single script.


Q61. Can Manual Testing be completely replaced by Automation Testing?

Automated testing cannot replace manual testing because of following reason:
  • Automated testing cannot replace the analytical skills required to conduct testing. It can only enhance or supplement manual testing,
  • Through manual testing, information can be gathered about the application, and real-time decisions can be made about how to enhance a test that would be too difficult to program into an automated script.
  • We need a manual tester to analyze and maintain the automated scripts after they can run.


Q62 Why regression testing is important?

Regression Testing: When changes in the code of the software are made to fix the previous bug. Then testing needs to be perform to ensure that it will not generate a new bug in the application and it works as specified and that it has not negatively impacted any functionality that it offered previously. Regression Testing is important because of following reason:
  • That the application works even after the alteration in the code were made.
  • The original functionality continues to work as specified even after doing changes in the software application.
  • The alteration to the software application has not introduced any new bugs.


Q63. What is Exploratory Testing and Specification-Driven testing?

Exploratory testing: means testing an application without a test plan and test script. In exploring testing test explore the application on the basis on his knowledge. The tester has no knowledge about the application previously. He explores the application like an end user and try to use it. While using the application his main motive is to find the bugs which are in the application.
Specification-driven testing: means to test the functionality of software according to the user requirements. In this, tester inputs multiple data and monitors the outputs from, the test object. In this testing tester evaluate the showstopper bugs which break the major functionality of the application. This type of testing requires test plan and test.


Q64. Explain CMM.

Capability Maturity Model (CMM) is divided in five levels:
1. Initial: The organization is characterized by an adhoc set of activities. The processes aren’t defined and success depends on individual effort and heroics.
2. Repeatable: In this level some processes are repeatable, possibly with consistent results.
3. Defined: In this level, we define all processes are documented for both management and engineering activities, and standards.
4. Managed: Detailed measures of each process are defined and product quality data is routinely collected. Both process and products are quantitatively understood and controlled.
5. Optimizing: In this we optimize the application by following improvement process.


Q65. How do you decide you have tested enough?

The principle of testing says that exhaustive testing is impossible. i.e. testing everything is not feasible. We cannot test till all the defects are debugged and removed, it is simply impossible. We have to stop testing and ship the software. We can decide when to stop is testing based on following points:
  • When there is no time and budget.
  • When maximum number of test cases are executed.
  • All the Requirements are mapped that is RTM is filled completely.
  • When Test coverage is more than 80%.
  • When bug rate falls below certain level.


Q66. What the purpose of testing?

Software Testing: is the process of assuring that product which is developed by the manufactured by developer is meeting the user requirement. The motive to perform testing is to find the bugs and make sure that they get fixed. The purposes of testing are following:
  • Quality assurance, Verification and Validation,
  • To find the bugs before the product is released to customer.
  • To improve the quality of the product
  • The Purpose of Testing is to evaluate that the product is according to requirements
So, that’s it. I hope you guys found this so amazing as I did and, probably, I will read everything again because there is so much information that I have to write it down and search for it, piece by piece.
See you guys around in Ottawa and don’t forget to turn out the lights on the way out! 🙂

66 Software Quality Assurance, QA interview questions and answers – Part II

Hello! Good Morning! How are you guys today?
So, as said before, note the Part II of the 66 Questions of Quality Assurance, from and thank you to Rohit Srivastava.
If you want to check the SOURCE of the text, just click here. But if you do want to help me and access the blog and reading my comments and everything, stay tune for the next episodes. 🙂 I try to break on small posts so it would be one huge post – I really don’t like big posts because sometimes people feel like “Oh, my, I do have to read ALL of it?” or maybe you only have a few minutes from lunch to read it and don’t want to start all over…. whatever.
It is also pretty interesting that most of the questions are related to a products than to Softwares, but I do believe that this is also important to know. Knowledge is never enough!
So, here we go! Enjoy!

66 Software Quality Assurance, QA interview questions and answers – Part II
QA interview questions and answers – contributed by Rohit Srivastava

Q21. What are test driver and test stub and why we need them?


  • The Stub is called from the software component to be tested. It is used in top down approach.
  • The driver calls a component to be tested. It is used in bottom up approach.
  • Both test stub and test driver are dummy software components.
We need test stub and test driver because of following reason:
  • Suppose we want to test the interface between modules A and B and we have developed only module A. So we cannot test module A but if a dummy module is prepare, using that we can test module A.
  • Now module B cannot send or receive data from module A directly so, in these cases we have to transfer data from one module to another module by some external features. This external feature used is called Driver.


Q22. What is Monkey testing?

Monkey testing is a type of Black Box Testing used mostly at the Unit Level. In this tester enter the data in any format and check the software is not crashing. In this testing we use Smart monkey and Dumb monkey.
  • Smart monkeys are used for load and stress testing, they will help in finding the bugs. They are very expensive to develop.
  • Dumb monkey, they are important for basic testing. They help in finding those bugs which are having high severity. Dumb monkey are less expensive as compare to Smart monkeys.
Example: In phone number filed Symbols are entered.


Q23. What is Bug Triage?

Bug triage is a process to:
  • Ensure bug report completeness.
  • Analyze and assign bug to proper component.
  • Assign bug to proper bug owner.
  • Set appropriate bug priority.
  • Adjust bug severity properly.


Q24. What is Traceability Matrix?

Traceability Matrix is a method used to validate the compliance of product with requirements for that product. The requirement is written in a row of the matrix and the columns of the matrix. Now they are used to identify how and where each requirement has been addressed.
It is in the form of table that correlates two base lined documents that require a many-to-many relationship. It is used with high level requirement and detailed requirement of the software product to the matching parts of high level design, detailed design, test plan, and test cases. The relationship to the source documents is required for both backward traceability and forward traceability.


Q26. Explain paradigms for interfacing module.

The paradigms for interfacing modules:
  • Procedure Call Interface: A procedure from one module calls to procedure of another module. The caller can pass data to the called procedure while calling and also the called procedure can pass data to the caller while returning control back to the caller procedure.
  • Shared Memory: When a block of memory is shared between two modules. The memory block may be allocated by one of the two modules or third module of the same application.
  • Message Passing Interface: One module generates a message and sends the message to another module. It helps in building up the communication between different process or modules.


Q27. What are the factors responsible for the estimation of system integration test cycle and total integration time?

The number of system integration test cycle and total integration time are determined by the following parameters:
  • Number of modules in the system.
  • Relative complexity of the modules.
  • Relative complexity of the interface between the modules.
  • Number of modules needed to be clustered together in each test cycle.
  • Whether the modules to be integrated have been adequately tested before.
  • Turnaround time for each test-debug-fix cycle.


Q28. What are the things the tests ensure?

Test must ensure that:
  • The number of parameters sent in a message agrees with the number of parameters expected to receive.
  • The parameter order in the message match the order expected.
  • The field sizes and data type match.
  • When a message is generated from stored data prior to being sent, the message truly reflects the stored data.
  • When a received message is stored, data copying is consistent with the received message.


Q29. What is random testing?

When test inputs are selected randomly from the input domain of the system, this is Random Testing. Random testing involve following procedure:
  • The input domain is selected.
  • Test inputs are selected independently from the domain.
  • The system under test is executed on these inputs. The inputs constitute a random test set.
  • The results are compared to the system specification. The test is a failure if any input leads to incorrect results, otherwise it is a success.


Q30. What are the benefits of Automated Testing?

The benefits of Automation Testing are below:
  • Test engineer productivity.
  • Coverage of regression testing.
  • Reusability of test cases.
  • Consistency in testing.
  • Test interval reduction
  • Reduced software maintenance cost
  • Increased test effectiveness


Q31. What is Agile Testing?

Agile Testing means to quickly validation of the client requirements and make the application of good quality user interface. When the build is released to the testing team, testing of the application is started to find the bugs. As a Tester, we need to focus on the customer or end user requirements. We put the efforts to deliver the quality product in spite of short time frame which will further help in reducing the cost of development and test feedbacks will be implemented in the code which will avoid the defects coming from the end user.

Q32. Describe Use Case Testing.

Use Case: A use case is a description of the process which is performed by the end user for a particular task. Use case contains a sequence of step which is performed by the end user to complete a specific task or a step by step process that describe how the application and end user interact with each other. Use case is written by the user point of view.
Use case Testing: the use case testing uses this use case to evaluate the application. So that, the tester can examines all the functionalities of the application. Use case testing cover whole application, tester performs this testing in step by step process to complete one task.


Q33. What type of tests you perform on the web based application?

For web application we perform following time of test:
1. Functionality Testing.
2. Usability Testing.
3. Navigation Testing.
4. Configuration and Compatibility testing.
5. Reliability and Availability Testing.
6. Performance Testing.
7. Load and Stress Testing.
8. Security Testing


Q34. What is Gantt Chart?

A Gantt Chart is used to represent a project schedule that includes duration of individual tasks or phases, their dependencies and ordering.
  • It displays the start and end points of each task and the percentage of completion of each task
  • It allows the planner to assess the duration of a project, identify the resources needed, and lay out the order in which tasks need to be performed.
  • It is useful in managing the dependencies between tasks.
  • Using Gantt chart each team member can view the product development schedule.


Q35 How to find all the Bugs during first round of Testing?

There could be several reasons for not debugging the entire bug in the first round of testing process. Debugging the showstopper in the first or second build is almost impossible. A found defect can cover up the other defects in the application. The thread which leads to on defect could be redirected to another defect, as the tester find the bug and lock that bug in report and after fixing of those bugs new bugs may also arises. It is difficult to keep testing on a known defective application. That is the reason we cannot find all the bug in first run and also we cannot perform Exhaustive testing.


Q36 How can u prepares the Test Plan without SRS?

We can prepare a test plan directly without having SRS, When the Requirements and URD(User Requirement Document )are available to us. URD is very helpful to determine the requirement of the user. The SRS document only contains the requirement of the user, but tester can also determine the requirement form the product. Without having SRS document we cannot estimate the Testing effort and cost of testing if we do not have SRS. SRS tell us on which platform our software is going to be used and on basis of this we perform the test on the application. Some time end user want to know what type of testing we are going to execute on the application for this we can send our test plan to the client.


Q37. What is the purpose of test strategy?

We need Test Strategy for the following reason:
1. To have a signed, sealed, and delivered document, where the document contains details about the testing methodology, test plan, and test cases.
2. Test strategy document tells us how the software product will be tested.
3. Test strategy document helps to review the test plan with the project team members.
4. It describes the roles, responsibilities and the resources required for the test and schedule. 
5. When we create a test strategy document, we have to put into writing any testing issues requiring resolution.
6. The test strategy is decided first, before lower level decisions are made on the test plan, test design, and other testing issues.


Q38. What are the dimensions of the Risks?

The dimensions of the risk are described below:
Schedule: Unrealistic schedules. to develop a huge software in a single day..


Client: Ambiguous requirements definition, requirement and not clear, changes in the requirement etc. 
Human Resources: Non-availability of sufficient resources with the skill level expected in the project.
System Resources: Non-availability of procuring all critical computer resources either hardware and software tools or licenses for software will have an adverse impact.
Quality: Compound factors like lack of resources along with a tight delivery schedule and frequent changes to requirements will have an impact on the quality of the product tested.


Q39. How to Estimate Testing effort ?

Time Estimation method for Testing Process:

Step 1 : count number of use cases (NUC) of system 
Step 2 : Set Avg. Time Test Cases(ATTC) as per test plan 
Step 3 : Estimate total number of test cases (NTC) 
Total number of test cases = Number of Use Cases X Avg. Test Cases per a use case 
Step 4 : Set Avg. Execution Time (AET) per a test case 
Step 5 : Calculate Total Execution Time (TET) 
TET = Total number of test cases * AET 
Step 6 : Calculate Test Case Creation Time (TCCT)
usually we will take 1.5 times of TET as TCCT
TCCT = 1.5 * TET
Step 7 : Time for Re-Test Case Execution (RTCE) this is for retesting
usually we take 0.5 times of TET
RTCE = 0.5 * TET
Step 8 : Set Report generation Time (RGT
usually we take 0.2 times of TET
RGT = 0.2 * TET
Step 9 : Set Test Environment Setup Time (TEST)
it also depends on test plan
Step 10 : Total Estimation time = TET + TCCT+ RTCE + RGT + TEST + some buffer.


Q40. How to create requirements test matrix template?

For a requirements test matrix template we perform following step:
Step 1: Find out number of requirements.
Step 2: Find out number of test cases.
Step 3: Create a table based on these. Let we have 10 requirements and 40 test cases, then we create a table of 11 rows and 41 columns.
Step 4: On the first column of table copy all your 10 requirement numbers, and paste them into rows 2 through 11 of the table.
Step 5: Now copy all 40 test case numbers, and paste them into columns 2 through 41 of the table.
Step 6: Examine each of your 40 test cases, determine which of the 10 requirements they satisfy.


Q41. Can you perform regression testing performed manually?

Yes we can perform regression testing manually, but it requires lots of effort. To choose the way of doing the regression testing is totally depends on the initial testing approach. If the initial testing approach was manual testing, then the regression testing is usually performed manually. In case, if the initial testing approach was automated testing, then the regression testing is usually performed by automated testing. Automated regression testing is very easy task.


Q42. You are a tester. Now How will you choose which defect to remove in 1000000 defects?

First thing testers are not responsible for fixing the bug they are only responsible for debugging the bug and prioritizing those bugs. These bugs are now reported in bug report template with the severity and priority of the bug. Tester assigns severity level to the defects depending upon their impact on other parts of application. Every bug has its severity and priority values assign by tester. If a defect does not allow you to go ahead and test the product, it is critical one so it has to be fixed as soon as possible. We have 5 levels as:
  • Critical
  • High
  • Medium
  • Low
  • Cosmetic


Q43.How do you perform integration testing?

Integration testing is black box testing. Integration testing focuses on the interfaces between units, to make sure the units work together. For integration testing we ensure that all units testing of the each component is performed earlier. Integration testing begins only after the unit testing. The purpose of integration testing is to ensure different components of the application interact with each other. So that, components work as per the customer requirements. Test cases are developed with the purpose of exercising the interfaces between the components. Integration testing is considered complete, when actual results and expected results are same.


Q44. What is the testing lifecycle?

There is no standard testing life cycle, but it is consist of following phases:
  • Test Planning (Test Strategy, Test Plan, Test Bed Creation)
  • Test Development (Test Procedures, Test Scenarios, Test Cases)
  • Test Execution
  • Result Analysis (compare Expected to Actual results)
  • Defect Tracking
  • Reporting

Q45.What is good code?

A good code is code that works. The good code must not contain the defect or bug and is readable by other developers and easily maintainable. Organizations have coding standards all developers should follow, and also every programmer and software engineer has different ideas about what is best and what are too many or too few rules. We need to keep in mind that excessive use of rules can decrease both productivity and creativity. Peer reviews and code analysis tools can be used to check for problems and enforce standards.

Q46. What are the main attributes of test automation?

The main attributes are discussed below:
Maintainability: For each new release need to update the test automation suites.

Reliability: Accuracy and repeatability of the test automation.
Flexibility: Ease of working with all the different kinds of automation test ware. 
Efficiency: Total cost related to the effort needed for the automation.
Portability: Ability of the automated test to run on different environments.
Robustness: Effectiveness of automation on an unstable or rapidly changing system.
Usability: Extent to which automation can be used by different types of user.

Q47. What could go wrong with test automation?

Followings things may be go wrong in test automation:
  • Ignoring automation, while planning the development phases.
  • In design Phase not choosing the right technology.
  • In coding Phase not automating the right test cases.
  • Tool selection might go wrong.
  • Test script not be updated when application is continuously changing.
  • Test data should be unique, if the same data is available on the application then the application will not accept the data that we are going to add via automation.

Q48. What tools are available to support testing during development of application?

Following tools can be used to support testing during development of application:
  • Test management tools example: Quality Center, JIRA.
  • Defect management tool example: Bugzilla, Test Director.
  • Project management: Sharepoint.
  • Automation tools: QTP, RFT, WinRunner.

Q49. What are the tests activities that you want to automate in a project?

The following testing activities can be automated:
  • Functional tests: Identify some P1 and P2 cases which are most critical for project success and operations and automate them. After every new build, these scripts will assure the fixes does not broke any of the critical functionality.
  • Regression test suites: Test the need to be run after each build.
  • Performance tests: Identical test the need to be run on different browser.
  • Stress tests
  • Load tests

Q50. What is the difference in responsibilities of Programmers and QA analyst?

The differences in responsibilities are listed below:
  • QA is concern for Process Quality and Programmers are concern for Product Quality.
  • QA ensure that the processes used for developing the product of high quality where as programmers used these processes so that end product is of good quality.
  • Processes are decided by QA. Programmers are supposed to follow the processes so that they can produce a good quality product.
  • Any issue found during execution of process by the programmers is communicated to the QA so that they can improve the process.

66 QA interview questions and answers – quality Assurance – Part I

Hello, my fellow readers! How are you guys tonight?
I am sorry to take that long to be back and right again, but I just moved to Canada. That’s right! I was in Brazil a few days ago and now I am in Canada searching for dream inside the game industry. Right now I’m looking for a job, but if I have time, I’ll write something about my research and stuff. I know that, back in Brazil, many people want to move to Canada to chase their dreams, study, work and more.
Alrightttt! Let move on and talk about, what. GAMES and QA. This is why you are here, right?
I found out this really interested info at (didn’t know the website until now) and it talks about 66 QA interview questions and answers (Dã, right! its on the title! Come one!). So I hope you enjoy the reading as always just like I did and leave a comment with your opinion.
QA interview questions and answers – contributed by Rohit Srivastava
Q1. What is difference between QA, QC and Software Testing?
Quality Assurance (QA): QA refers to the planned and systematic way of monitoring the quality of process which is followed to produce a quality product. QA tracks the outcomes and adjusts the process to meet the expectation.
Quality Control (QC): Concern with the quality of the product. QC finds the defects and suggests improvements. The process set by QA is implemented by QC. The QC is the responsibility of the tester.
Software Testing: is the process of ensuring that product which is developed by the developer meets the user requirement. The motive to perform testing is to find the bugs and make sure that they get fixed.


Q2. When to start QA in a project?
A good time to start the QA is from the beginning of the project startup. This will lead to plan the process which will make sure that product coming out meets the customer quality expectation. QA also plays a major role in the communication between teams. It gives time to step up the testing environment. The testing phase starts after the test plans are written, reviewed and approved.


Q3. What are verification and validation and difference between these two?
Verification: process of evaluating steps which is followed up to development phase to determine whether they meet the specified requirements for that stage.
Validation: process of evaluating product during or at the end of the development process to determine whether product meets specified requirements.
Difference between Verification and Validation:
  • Verification is Static Testing where as Validations is Dynamic Testing.
  • Verification takes place before validation.
  • Verification evaluates plans, documents, requirements and specifications, where as Validation evaluates product.
  • Verification inputs are checklist, issues list, walkthroughs and inspection, where as in Validation testing of actual product.
  • Verification output is set of documents, plans, specifications and requirement documents where as in Validation actual product is output.


Q4. What is difference between Smoke testing and Sanity Testing?

The difference between smoke and sanity testing is described below:
  • Sanity testing is performed when new build is released after fixing bugs where as smoke testing is performed to check the major functionalities of the application.
  • Sanity is performed by the tester or the developer but smoke testing can be performed by the tester or developer.
  • Smoke testing is performed earlier where as sanity is performed after the smoke testing.
  • Sanity testing is narrow and deep approach of testing and smoke testing is focused testing based on major functionalities.


Q5. What is destructive testing, and what are its benefits?

Destructive testing includes methods where material is broken down to evaluate the mechanical properties, such as strength, toughness and hardness.
For example, finding the quality of a weld is good enough to withstand extreme pressure and also to verify the properties of a material.
Benefits of Destructive Testing (DT)
  • Verifies properties of a material
  • Determines quality of welds
  • Helps you to reduce failures, accidents and costs
  • Ensures compliance with regulations


Q6. What is Testware?

The testware is:
  • The subset of software which helps in performing the testing of application.
  • Testware are required to plan, design, and execute tests. It contains documents, scripts, inputs, expected results, set-up and additional software or utilities used in testing.
  • Testware is term given to combination of all utilities and application software that required for testing a software package.

Testware is special because it has:
1. Different purpose
2. Different metrics for quality and
3. Different users


Q7. What is difference between Retesting and Regression testing?

The difference between Retesting and Regression testing are below:
  • Retesting is done to verify defects fixes where as regression is perform to check if the defect fix have not impacted other functionality that was working fine before doing changes in the code.
  • Retesting is planned testing based on the defect fixes listed where as regression is not be always specific to any defect fix. Also regression can be executed for some modules or all modules.
  • Retesting concern with executing those test cases that are failed earlier whereas regression concern with executing test cases that was passed in earlier builds.
  • Retesting has higher priority over regression, but in some case retesting and regression testing are carried out in parallel.


Q8. Explain bug life cycle.

Bug Life Cycle:
  • When a tester finds a bug .The bug is assigned with NEW or OPEN status.
  • The bug is assigned to development project manager who will analyze the bug. He will check whether it is a valid defect. If it is not valid bug is rejected, now status is REJECTED.
  • If not, next the defect is checked whether it is in scope. When bug is not part of the current release .Such defects are POSTPONED.
  • Now, Tester checks whether similar defect was raised earlier. If yes defect is assigned a status DUPLICATE.
  • When bug is assigned to developer. During this stage bug is assigned a status IN-PROGRESS.
  • Once code is fixed. Defect is assigned with FIXED status.
  • Next the tester will re-test the code. In case the test case passes the defect is CLOSED.
  • If the test case fails again the bug is RE-OPENED and assigned to the developer. That’s all to Bug Life Cycle.
CHARTER Provided by the Author of the blog (I tried!)


Q9. What is severity and priority of bug? Give some example.

Priority: concern with application from the business point of view.
It answers: How quickly we need to fix the bug? Or How soon the bug should get fixed?
Severity: concern with functionality of application. It deals with the impact of the bug on the application.


How much the bug is affecting the functionality of the application?
  • High Priority and Low Severity:
    Company logo is not properly displayed on their website.
  • High Priority and High Severity:
    Suppose you are doing online shopping and filled payment information, but after submitting the form, you get a message like “Order has been cancelled.”
  • Low Priority and High Severity:
    If we have a typical scenario in which the application get crashed, but that scenario exists rarely.
  • Low Priority and Low Severity:
    There is a mistake like “You have registered success” instead of successfully, success is written.


Q10. What are the common problems with software automation?

Software problem are listed below:

1. Purchasing the license of tool (QTP, selenium, QC, LR) 
2. Lack of skilled Tester to run the tool
3. Expectation that automated tests will find a lot of new defects
4. Maintenance of automated tests
5. Technical problems of tools


Q11. What is the role of QA in a project development?

QA stands for QUALITY ASSURANCE. QA team assures the quality by monitor the whole development process. QA tracks the outcomes and adjusting process to meet the expectation.
The role of Quality Assurance is discussed below:
  • QA team is responsible for monitoring the process to be carried out for development.
  • Responsibilities of QA team are planning testing execution process.
  • QA Lead creates the time tables and agrees on a Quality Assurance plan for the product.
  • QA team communicated QA process to the team members.
  • QA team ensures traceability of test cases to requirements.


Q13. What is the difference between build and release?

BUILD: is a number given to installable software that is given to testing team for testing by the development team. Build number assigned are incremental and sequential.


RELEASE: is a number given to installable software that is handed over to customer by the developer or tester.


The information of build, release and version are displayed in software help page. Using this build and release customer can let the customer team know which release version build thet are using.


eg “” (Release Number.Version Number.Build Number.Patch Number)


Q14. What are the key challenges of software testing?

Following are some challenges of software testing.
1. Application should be stable enough to be tested. 


2. Testing always under time constraint. 


3. Understanding requirements, Domain knowledge and business user perspective understanding.


4. Which tests to execute first? 


5. Testing the Complete application. 


6. Regression testing. 


7. Lack of skilled testers.


8. Changing requirements.


9. Lack of resources, tools and training.
Q15. Why you choose automated testing over manual testing?

The reasons for choosing automation testing over manual testing are following:
1. Frequency of use of test case


2. Time Comparison (automated script run much faster than manual execution.)


3. Reusability of Automation Script


4. Adaptability of test case for automation.


5. Exploitation of automation tool.


Q16. What is the basis for choosing the SDLC model for development of software?

The choice of SDLC depends on the various factors, how stable are the requirements:
  • When the requirements are very clearly know, documented and not subject to change then we can follow the waterfall model.
  • Most of the companies follow the V mode for the development because this model includes both verification and validation activities and testing is involved in earlier phase.
  • Iterative model can be used to build application where requirement changes after a period of times or application features or added on with smaller release. When the client is ready for the delivery of the product in parts or phases.


Q17. Explain bug leakage and bug release.

Bug Leakage: When customer or end user discovered a bug which can be detected by the testing team. Or when a bug is detected which can be detected in pervious build then this is called as Bug Leakage.
Bug release: is when a build is handed to testing team with knowing that defect is present in the release. The priority and severity of bug is low. It is done when customer want the application on the time. Customer can tolerate the bug in the released then the delay in getting the application and the cost involved in removing that bug. These bugs are mentioned in the Release Notes handed to client for the future improvement chances.


Q18. What is regression testing?

Regression Testing: When changes in the code of the software are made to fix the previous bug. Then testing needs to be perform to ensure that it will not generate a new bug in the application and it works as specified and that it has not negatively impacted any functionality that it offered previously. Regression Testing is important because of following reason:
  • That the application works even after the alteration in the code were made.
  • The original functionality continues to work as specified even after doing changes in the software application.
  • The alteration to the software application has not introduced any new bugs.


Q19.What is data driven testing?

Data Driven is an automation testing part in which test input or output values, these values are read from data files. It is performed when the values are changing by the time. The different data files may include data pools, csv files, Excel files. The data is then loaded into variables in recorded or manually coded scripts. For data driven testing we use Parameterzing and Regular expression Technique.
Ex: To evaluate login functionality, we use different user name and password combinations, variables are used to access different username and password. The list of username and password are stored in a data table or excel sheet.


Q20. What is alpha and beta testing?

Alpha testing: is performed by the IN-House developers. After alpha testing the software is handed over to software QA team, for additional testing in an environment that is similar to the client environment.
Beta testing: It is performed by end user. So that they can make sure that the product is bug free or working as per the requirement. IN-house developers and software QA team perform alpha testing. The public, a few select prospective customers or the general public performs beta testing.
Yeah! I know I promised you 66 QA questions – and I will posted – is just because I need to read them first, understand and them post it. Somethings I can add something (like the charter on this one) and can help newcomers.
Thank you for reading so far and hope you can come back for part II.
Drive Safe!

Interview with Heather Chandler by CCAPS

Hello, everybody.
Today I am posting an interview with Heather Chandler, founder and President of Media Sunshine, Inc. It is an amazing interview with a lot of information and I how everybody could enjoy it!


IMPORTANT: This interview was made by CCAPS and you can check the PDF version and their website here. All the credits belong to them for this wonderful opportunity.
Heather is the main author of two books that I also mentioned before in my other post at the blog.
The Game Production Handbook and The Game localization Handbook
Thank you very much!
Learning from the Best
An interview with Heather Chandler, founder and President of Media Sunshine, Inc. and author of The Game Localization Handbook and The Game Production Handbook.
CCAPS: You have worked in the game industry since 1996. How much of your past and recent work is directly related to G-localization (a.k.a. the GILT industry)?
CHANDLER: When I worked as a producer, localization was just one of my responsibilities. For each game I worked on, I organized all the assets for translation, managed the translation process, integrated localized assets and coordinated the testing. This required planning during pre-production so there were no surprises during the actual localization phase. I also worked with the production team to make sure localization issues were accounted for during game development. Oftentimes, localization is the last thing on a game developer’s mind, because they are so focused on finishing the primary version of the game (usually for the US market). If localization is left until the end of the project, you run the risk of having a localization pipeline that is difficult and time-consuming to work with. For example, the game text may be hard-coded, which means the text that needs to be translated is located within programming files that should only be manipulated by a programmer. You may also find that graphic files contain embedded text, instead of having the text on a separate layer, making it very time consuming to alter the graphic for other languages. You may also find that the product you are working on is so specific to a single country that it is hard to modify it for other countries. For example, a game about Monster Trucks would not appeal to many people outside the United States.
CCAPS: Now that you are working as a consultant and have your own company, how would you say that your present activity differ from the times you worked for companies like Ubisoft, Electronic Arts, Activision and New Line Cinema?
CHANDLER: For me, the main difference between working for a company and being a consultant is that, as a consultant, I can work on several different projects. For instance, I can spend my time teaching, writing or working with others — and these activities are not all directly related to game development. I also have the freedom to pick and choose which projects I work on. It is nice being your own boss and focusing on what you enjoy doing and are good at. Because my main expertise is production management, I also have a wide variety of services I can offer. For example, I can manage a voiceover shoot from start to finish, work with a developer on defining a localization-friendly production pipeline, teach game development classes, help small technology businesses grow, create game pitches or any other number of production-related services. While I did enjoy working as a Producer at various companies, I could only work on one project at a time. Oftentimes, these projects lasted one year or more.
CCAPS: To date, you have worked on more than 30 games, including Ghost Recon: Advanced Warfighter, Ghost Recon 2, Civilization: Call to Power, Heavy Gear, Apocalypse, Vigilante 8, Shanghai: Second Dynasty, and Zork: Grand Inquisitor. Which was more fun to develop? And the most complicated?
CHANDLER: Of the games listed above, Shanghai: Second Dynasty (S2D)was the most fun for me. Shanghai is a tile-matching game where the player must match up tile pairs in order to clear them from the board. This game is also known as Mah Jong to some people. S2D had several game variations on the tile matching, as well as 4-player Mah Jong. It was fun because I learned so much about game production while working on it. The producerdirector, Tom Sloper, had several years of game development and design experience and really knew the process of creating a game from the inside out. He was one of my first mentors and taught me about writing design documents, managing internal and external teams, play-testing, marketing and project management. I had a range of different responsibilities with the game, including creating the installer, approving art assets, working
with the composer and creating the gold master candidates. Localization of Shanghai was also a learning experience. Not only did I have to coordinate the translations, I also had to integrate the translated assets, manage the testing, etc. — all for three different languages (including Japanese). One of the most complicated games I worked, at least from a localization standpoint, was Civilization: Call to Power. This was a very text heavy PC game, and the plan was to release all the languages at the same time as the English version. This was my first experience working on simultaneous shipment localization. The development team worked very hard to get the game finished and localized into five different languages. We had to put together special tools for the translators to make the process easier — they had over 50,000 words to translate for each language.
CCAPS: You also have a lot of hands-on experience with game localization, correct? What was the localization process like for Shanghai: Second Dynasty?
CHANDLER: The localization process for Shanghai: Second Dynasty was pretty straightforward. The game was released in German, French and Japanese. First, all of the in-game text was centrally located in easy to access text files. I simply had to get these files and send them off for translation. When the translations were completed, I replaced the text files with the appropriate localized files. For the voiceovers, the script was sent off to be translated and then a voiceover recording session was planned for each language. Once the recordings were finished, the localized VO files were sent to me so they could be added to the game. Once all the assets were added, we began testing. There are two types of testing — functionality testing and linguistic testing. Functionality testing is where you check the game for any crash bugs or game play issues. Linguistic testing involves the verification of
all the game’s language assets. The testers looked for text truncations, grammatical errors, missing text, untranslated text, etc. I can’t remember the exact word counts, but I do remember it took about eight weeks to localize the game into thee languages. The languages were determined by projecting how many copies of the game would sell against the cost of making the localized builds. These types of decisions are handled by the sales, marketing and finance departments, and sometimes they decide to localize a title into 10 languages, while other titles only get localized into two languages.
CCAPS: In The Game Localization Handbook, you dedicate an entire chapter to “Localization Production Pitfalls.” What are these pitfalls and what would be the ways to avoid them?
CHANDLER: The major production pitfalls discussed in the book are:
Poor Planning – if localizations are left until the last minute, it is likely that the game code will not be localization-friendly. This makes it difficult to create international versions in a timely fashion. If planned for in advance, localizations do not need to be a burden on the development team. When planning for localizations, have a good idea of how many assets need to be translated, their format, how they will be organized for translation and howquickly the translations can be integrated into the assets. Achieving Simultaneous Release – Simship of numerous languages is possible, but only if planned for. If the team is thinking about localizations well in advance, they are more likely to achieve simship. 
Linguistic and Functionality Testing – Testing is a very time-consuming aspect of localization. In many cases, the testing is not planned or well organized, which only adds to the time needed. If you are testing five languages, you need to determine a standardized way for the translators to report linguistic bugs and then find a reliable way to track these fixes in the game.
Quality of Translations – Some translators will do a straight translation of text and will not adapt it to fit within the game universe. For example, if a humorous game has very dry translations, a lot of the humor is lost in the localized versions. This can be remedied if the translators have a chance to play a version of the game (even an English one), so they fully understand how to convey its entertaining qualities.
CCAPS: Speaking of pitfalls, did your team manage to avoid these when localizing the games above or did you gather the information for the book by learning from your own mistakes and those of your colleagues?
CHANDLER: That’s a great question! I honestly have to say that I have experienced most of these pitfalls. However, when talking with my colleagues, I find that most of them have experienced these same pitfalls as well.
CCAPS: What countries are the most important players in the entertainment software industry? And where are the best markets located?
CHANDLER: Germany and France have always been big game markets. Italy and Spain have also had a presence, but not as large. Asia is also becoming a very large market — in particular Korea and Japan. Other emerging markets are Eastern Europe and the Netherlands.
CCAPS: Finally, what would be your advice for those who want to enter the entertainment software localization industry?
CHANDLER: I think it is important that you play the games and have an understanding of how the interactive medium is structured. In my experience, translators who understand and play games are more effective in this area of localization. They have a better understanding of what needs to be adapted in order to keep the tone of the game consistent with the English version.
Heather Maxwell Chandler graduated with honors from Vanderbilt University and received an M.A. from the USC School of Cinema-Television. Prior to the creation of MSI, a company that provides consulting services for game developers, publishers and vendors, she served in various production positions at Ubisoft, Electronic Arts, Activision and New Line Cinema. She agreed to give us this interview in between diapers and safety pins, busy with her son Jack, born last December.
Well, even knowing that it is from 2005 and still think that those are pretty good tips and for the ones who are trying to get into this market and is searching for information (as me) this is great! 🙂 Once more, I would like to thanks CCAPS Translation & Localization for this opportunity and if you want to know more about this brazilian company, please check their website here.
Keep reading the blog and hope to see you later!