Notes of a Game QA Engineer
Petro Diukov
What the talk is about
Petro Diukov shares his practical experience as a QA engineer in game development. His core idea is that testing is information processing: scattered sources (design doc, meetings, plans) should be merged into one shared feature table with the expected result, current state and details, so everyone sees where each task is stuck. Reports should be short and fit the project stage; near the end, a handful of the most critical bugs beats a huge list. He also values feedback written from a fresh player's view, which conveys what a dry bug report cannot. He covers the testing room, a whiteboard for acceptance tests, "scripts for humans" that make routine work such as build checks repeatable, and careers: QA as an entry point into the industry and a path to other roles. Useful for beginners and QA leads.