~/talk

QA in GameDev. How to: build outsource processes, hire right people, successfully release projects

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Shows how Pushka Studios restructures QA for outsourcing: splits teams into 2–3 testers for single‑player, 5–6 for multiplayer, creates per‑project QA spaces and new status fields in Jira, and runs a month‑long lead participation in hands‑on testing to set realistic estimates. Replaces Excel with a test management system for run histories and automated reports, trains “universal soldiers” to cover absences, hires for gaming experience over pure QA background, uses Discord + single reporting source with publishers, and fixes certification surprises like the Red Cross icon.

AI-written summary · about

  1. 0:00QA in GameDev intro
  2. 1:56Outsourcing GameDev QA
  3. 3:45QA team structure outsourced
  4. 5:33QA with external teams
  5. 7:43Certification and compliance
  6. 9:48Avoiding QA lead burnout
  7. 13:45Dedicated QA team spaces
  8. 15:35Gameplay tests in porting
  9. 16:38Test systems vs spreadsheets
  10. 18:45Interchangeable testers risk
  11. 19:51GameDev docs challenges
  12. 21:21Learning from cert mistakes
  13. 22:04Closed dev nets GameDev
  14. 23:06Team performance analysis
  15. 25:18Hiring gamers vs QA testers
  16. 27:27Managing releases burnout
  17. 28:51Q&A burnout external QA
  18. 31:01Q&A aligning QA visions
  19. 32:25Q&A external QA comms
  20. 33:07Q&A team metrics
  21. 34:31Closing remarks
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