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The Game Tester-Game

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It's not easy to be a hardcore gamer. It's hard. Wouldn't it be easier if you had a job in the videogames Business? Think about it: working for a software company, being able to play games during office hours, with people who share your passion. Free games, industry parties, lots of fun and good money.

Well, think again; working in the PC games Business is nothing like that. Chances are you'll end up dealing with people who just care about the financial success of the company, with marketing executives who don't give adamn whether the game is good or not because "We'll put two-million bucks behind it and it'll sell like donuts", with programmers who cannot understand why an arcade-style racing game cannot have the intricacies of a complex simulator. Still, you'll get some free games plus a decent salary.Still interested? Good.

The easiest way to get a chance to work in the videogames industry is to start as a game tester. Mind you - the job is actually tougher and less exciting than you think. While it is true that you'll spend most of your day playing games, you must bear in mind that this means testing to death the same game again and again, since the earliest days of development until it's finished, and this can get really boring.

The game tester starts working as soon as either the graphic engine or some of the AI routines are ready (and even earlier in some occasions: sometimes testers have to check the game design documents in order to make sure that there aren't weaknesses in the game structure.) It means checking the graphics and the control system or testing the AI routines, moving around coloured dots (it's often the case with sports games) or extremely unappealing chunks of graphics around the screen to check how the code reacts.

Reporting bugs is not an easy or exciting task either. You need to assess the exact circumstances (if any) of a bug taking place and its consequences on the game. More often than not this means playing the same bit of the game again and again and again until you are able to repeat the same bug whenever you want to (or better: whenever the programmers ask you to) or until you're sure that it was a one-off bug, something which happens in situations which cannot be repeated.

If you don't like PCs, you'll probably find an absolute nightmare having to cope with all the compatibility issues (does the game work fine with all the graphic accelerator cards? And what about the sound cards? And the joypads/joysticks?) but you'll get used to it in a matter of weeks. Other downsides of the job is that office hours can range from your usual 9-5 to a very stressful round-the-clock when you're under deadlines and you don't have any guarantee that you'll be mentioned in the credits unless you're one of the lead testers. (Let's face it; you want your friends to know that YOU were part of the team who made that brilliant game, don't you?) Put in the frustration coming from dealing with programmers and/or artists who don't know what does make a good game (the industry has many such people...) and you'll get an even worse picture of the job.

Being a game tester is not all that bad, though. It's the perfect way to get into the biz for many different reasons: the first one and more obvious being that you'll be constantly in touch with both the programmers and artists. In a few weeks' time you'll understand problems concerning polygons (polys, for friends...), frame-rate and its relationships with the res

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