There are a lot of reasons why someone might want to check out a guide like T Dub Sanders'. One might be interested in the underside of the game testing field. Others might just want to know what they can gain from a guide that is written to help people understand their role in the gaming industry. Others still are just pining for that ultimate career working alongside game developers and designers.

Whatever the reason, T Dub Sanders has put together one of the biggest and best game testing guides on the market – one that shows the underpinnings of the career in their raw, real format. There are no false promises of automatic testing or sitting at home and playing the newest games for hundreds of dollars a day.

That stuff is all pretty much a pipe dream and most people know it – yet many guide writers try to tell everyone that they can become the biggest and best new game testers in a field that doesn't really exist every day and too many fall for it. On the other hand, what T Dub has put together is a much more realistic, much more comprehensive look at what game testing is really about – the hard work and dedication that goes into becoming someone in charge of all that code each day.

By showing what it really takes to be a game tester, T Dub opens up an actual, realistic path to getting into the industry. He showcases skills needed to get started as a tester, the classes or college majors that people better be willing to invest in if they want to be a professional in this field and much more to help them figure out not only if the career path is right for them but if they are going to be cut out for it. That means a great deal for someone who may or may not know exactly what a game tester does and how it operates.

For anyone that is thinking about taking the path toward becoming a game tester, one of the first things that needs to be done is to learn more about what the career entails. Those people should pick up T Dub's newest guide and get a real insider's look at the job and how it really works. If you're serious about doing what T Dub shows you, you'll be on the fast track toward game testing in no time flat.
Showing posts with label current. Show all posts
Showing posts with label current. Show all posts

Saturday, August 24, 2013

Why the current generation needs the PS4 and Xbox One

You are here: Home » Features » Electronic Entertainment Expo [E3... » Why the current generation ...

Posted June 16th, 2013 at 23:24 EDT by Lee Millington2 Comments

Although the next console generation initially engendered a mixture of attitudes ranging from don't-want to need-it-now, E3 seems to have brought about a general consensus that it is a welcome step forward. Sony's consumer-friendly approach to the PlayStation 4, and well-received previews of exclusives and multi-platform games for the console, have created a buzz around the next-gen and the PS4 in particular. This is a generation that is necessary to keep console gaming alive.


I imagine some will think that because key PS4 titles Destiny and Watch Dogs that will be releasing on both PS3 and PS4, any claim that new consoles are needed to deliver a better experience is falsified. There is no question that the next-gen versions of the games will be visually superior, but what looks to be in doubt is that there will be any significant technical advantage. There has been no word that the PS3 versions of a game will have limitations in comparison to its next-generation counterpart. Destiny will particularly hinge on whether there are, as it is a socially-driven shooter in a dynamic world. If the PS3 is able to deliver on gameplay, then perhaps better graphics will not make that much of a difference when the current system already has gorgeous visuals.

To think like that is to believe that better graphics are a non-issue. If developers just focused on solid gameplay, would that be okay? Not for games that are trying to realistic, or at least as realistic as is appropriate for their style and themes. Would The Division have drawn half as much attention if the streets had been blocky and had a limited draw distance? No. Much of its appeal comes from the beautiful, near photo-realistic streets. Cartoon-esque games also require good graphics. Even if the art style is great, it needs certain aspects of realism well. Who wants muddy textures? The aesthetics of a game are important, as substance without style is nearly as bad as the other way round. 

What must be considered is that progress takes time. Maybe some of the cross-gen titles, maybe even the first year's worth of titles, won't bring significant technical advancements beyond better graphics. But there will be the potential for developers that is not available in the current gen. No matter how much ambition a development team may have, the PS3's power has a ceiling, and not one that is made of glass. By harnessing the power of the PS4, developers will be able to make the artificial intelligence more intelligent, improve the physics to behave in a more realistic fashion, and be able to create worlds as large, and seemingly packed with places and content, as seen in The Crew. All of this will create stronger gameplay experiences.

Beyond all of the technical aspects of new consoles, they also encourage fresh ideas. The current generation has been staid for a while now, with games like Bioshock: Infinite and The Last of Us probably being spoken about so enthusiastically because there has been such a dearth of similarly high-quality releases. This is particularly evident in the genre BioShock inhabits, the first-person shooter. A new console raises ambitions, and that has been apparent at E3, in both developers and in Sony. Their particular strength has been to invest in the multi-player ... (continued on next page)

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Wednesday, July 10, 2013

PS4 Naughty Dog projects to use current engine

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Posted May 31st, 2013 at 06:46 EDT by Mike Harradence4 Comments

Naughty Dog has confirmed its PlayStation 4 projects won’t be built from scratch using a new game engine, but will instead utilize the same tech from Uncharted 3: Drake’s Deception and The Last of Us.

“We learned a big lesson coming from PS2 to PS3. There was a lot of hype over what next-gen was going to be,” said Bruce Straley, game director on The Last of Us, during a chat with DigitalSpy.

“It was all going to be like movies, like a pre-rendered cutscene-style fidelity. That turned out not to be true. Granted, what we’re able to do now is pretty damn close, but it took Naughty Dog four games to get there – one of the top developers in the industry with some on the most amazing scientists working in our programming department.”

“We scrapped everything at the beginning of Uncharted 1, and we had a perfectly good engine with the Jak & Daxter franchise. We could have started with something there and then built off of it and only changed the pieces and parts as we needed, when we needed. And that really caused a lot of turmoil.”

Naughty Dog is clearly adopting an ‘if it ain’t broke, don’t fix it’ approach to next-gen development, though Straley made it clear that tweaks will be implemented should the engine hit a wall.

“We learned our lesson in saying, as we move into development into next-gen, we want to take our current engine, port it immediately over as is and say, ‘Okay, we have a great AI system, we have a good rendering system’.

“We have all these things that already work. Only when we hit a wall will we say, ‘When do we need to change something? When do we need to scale it? ‘When does the gameplay, when does the story, when does the world that we need to create – when does this engine hit the wall? Right, now we need to change this part of the engine.’”

Naughty Dog will release The Last of Us on June 14, exclusively for PlayStation 3. While the company hasn’t yet announced what its debut PS4 project will be, we'll hopefully hear more information at E3.

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Monday, July 8, 2013

PS4 Naughty Dog projects to use current engine

You are here: Home » News » PS4 Naughty Dog projects to use ...

Posted May 31st, 2013 at 06:46 EDT by Mike Harradence4 Comments

Naughty Dog has confirmed its PlayStation 4 projects won’t be built from scratch using a new game engine, but will instead utilize the same tech from Uncharted 3: Drake’s Deception and The Last of Us.

“We learned a big lesson coming from PS2 to PS3. There was a lot of hype over what next-gen was going to be,” said Bruce Straley, game director on The Last of Us, during a chat with DigitalSpy.

“It was all going to be like movies, like a pre-rendered cutscene-style fidelity. That turned out not to be true. Granted, what we’re able to do now is pretty damn close, but it took Naughty Dog four games to get there – one of the top developers in the industry with some on the most amazing scientists working in our programming department.”

“We scrapped everything at the beginning of Uncharted 1, and we had a perfectly good engine with the Jak & Daxter franchise. We could have started with something there and then built off of it and only changed the pieces and parts as we needed, when we needed. And that really caused a lot of turmoil.”

Naughty Dog is clearly adopting an ‘if it ain’t broke, don’t fix it’ approach to next-gen development, though Straley made it clear that tweaks will be implemented should the engine hit a wall.

“We learned our lesson in saying, as we move into development into next-gen, we want to take our current engine, port it immediately over as is and say, ‘Okay, we have a great AI system, we have a good rendering system’.

“We have all these things that already work. Only when we hit a wall will we say, ‘When do we need to change something? When do we need to scale it? ‘When does the gameplay, when does the story, when does the world that we need to create – when does this engine hit the wall? Right, now we need to change this part of the engine.’”

Naughty Dog will release The Last of Us on June 14, exclusively for PlayStation 3. While the company hasn’t yet announced what its debut PS4 project will be, we'll hopefully hear more information at E3.

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