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that Defcon guy

UserPost

7:23 pm
4/09/07


AtariBuff

Moderator

posts 935

1

ok, looked into all of your suggested manuals of the 5 displayed games on top of the page but didn’t find “Defcon” in there…. ;)

7:38 pm
4/09/07


Defcon

Admin

posts 720

2

blimey let me get it finished and looking right first:)

7:44 pm
4/09/07


AtariBuff

Moderator

posts 935

3

what really is the position of “Lead Tester” as you were in Darklight Conflict? Do you have to play the whole game looking for bugs?

7:53 pm
4/09/07


Defcon

Admin

posts 720

4

A Lead Tester is responsible for making sure the game goes out without any bugs in the game. The write the test plan and manage the team of testers working on the game. So yes basically you play the game solidly for about 3 months towards the end of development finding all the crashes, lock ups, text bugs, language problems, etc etc.

Also on Darklight Conflict I helped convert some of the scripts over from the PC scripting language to the PlayStation and Saturn scripting language.

8:21 pm
4/09/07


AtariBuff

Moderator

posts 935

5

i read *somewhere* (i think Official UK PS1 Mag) about an anonymous bug tester who confessed the sins of the developers missing soooo many bugs.
(must scan it for the paperwork section that will be online soon :) )

8:25 pm
4/09/07


Defcon

Admin

posts 720

6

Developers missing bugs??? Never…. :)

It happens all the time, when it comes to the crunch things have to be sacrificed, and sometimes that means letting the games go out with bugs in them. unfortunatly there is not an infinite pot of money paying for people to work on games.

And boy could I tell you some good stories about game bugs that are out in the wild. I just hope that PS1 Mag interview wasn’t me in my young wreckless tester days, i am so glad they are behind me and I am not a designer.

11:58 am
5/09/07


Alex

Hardcore

posts 92

7

The important question here is… did you enjoy Darklight Conflict? ;)

12:20 pm
5/09/07


Defcon

Admin

posts 720

8

Actually yes I did, it was a fun little game in parts just a little let down by the hardware at the time. (The PC version is a whole lot more fun as it has more enemies to shoot down and has multiplayer).

12:24 pm
5/09/07


AtariBuff

Moderator

posts 935

9

@Def
please tell us more about other positions you held/hold and some of the companies you worked for.

1:51 pm
6/09/07


Defcon

Admin

posts 720

10

Ok lets start from the top then shall we…

My first jon in the industry was as part of the GOD Squad as it was known. This was EA UK’s internal development test department. I worked in a team of 8 people testing anything that came out of EA Uk’s development studio. The first game I worked on was PGA European Tour for DOS!!!

After a few years working here the GOD Squad was moved over to Bullfrogs offices in Guildford, where eventually we joined up with Bullfrog’s test department and became your standard development QA department. It was here that I gained a foothold in the technical side of QA, and moved on to be a Technical Requirements Auditor, basically the guy that knew all about PC’s and console hardware. Every single game that was released by EA in the European territories came through this department at this time and we were there to make sure the game working on as many PC’s and console revisions as possible, working with video card companies on compatible drivers, testing minimum specs.

It was also at this time that I could recall from memory every single Sony TRC for the PlayStation 1 and 2!!!

After 7 years with EA I decided it was time to move on, and managed to get a job working for a small independant company called Small Rockets (formly known as Fiendish Games). Here I helped set up there QA and configuration mechanics before finally settling into the job as Designer.

My first design job was Pro Wakeboarding featuring Shaun Murray (the wakeboarding version of Tony Hawks) for GBA. After that I designed Sinbad Legend of the Seven Seas before the company unfortunatly had to lay off all their staff, me included.

Still it wasn’t long before I managed to bag myself a job and I started work at Team17 as a designer. And this is where I am now. Since joining Teamsters I have worked on Worms Forts, lead the design on Worms 4 Mayhem, done some super top secret prototype work and am currently arguing with the Unreal 3 engine on the latest game we are working on.

So there you have it. My life in ‘the industry’.

2:06 pm
6/09/07


-_-Nintendo-_-

Hardcore

posts 123

11

I love worms, and almost anything Team17 puts out to boot. Me and my mates STILL play networked worms every now and again :P

Sounds like you have had alot of fun though :)

2:06 pm
6/09/07


-_-Nintendo-_-

Hardcore

posts 123

12

double post

 

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