In this episode, Marcelo chats with the developers of the VR game T.S.A. Frisky about the challenges and workflow of QAing a VR experience.
– Tell us a bit about your background.
– Tell us about your responsibilities for the VR Game TSA Frisky.
– Is TSA Frisky your first deliverable?
– Why did you choose to work with Unreal?
– What’s the difference between QA and Beta testing?
– How is testing VR games different then testing “flat games”?
– How do you go back in forth with testing for VR (in and out of your HMD)?
– What is it like testing for VR all day? Do you get VR exhaustion?
– Do you have to test for the player’s height?
– How many HMDs do you test your games with?
– Are you targeting the standalones like the Oculus Go?
– How do you QA audio? Do you account for room noise?
– How do you track bugs?
– Did you beta test and how did you track feedback from users?
– Can you get screen shots inside of VR about a particular bug?
– What about VR screen recording? Can you do that for capturing bugs?
– Can you talk about different types of bugs in VR?
– How do you test for logical bugs?
– How do you test for various combinations of values during a game?
– How do you test the UI / UX experience?
– Is testing automation available for VR games?
– How do you test the performance of your game? Any tips you can offer?
– How do you QA for things that the player isn’t necessarily focused on?
– Do you use version control?
– Are you looking at multiplayer and what would the QA challenges be?
– Do you perform regression testing during updates to your game?
– How long does your QA period usually last?
– Describe what you would like VR to be like in the year 2025.