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Game testing *

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UX testing: why it is important and how to conduct it

Level of difficultyEasy
Reading time4 min
Views529

UX testing is one of the most important parts of the UX design creation process for any software product. It helps to understand whether users are satisfied with the design and highlights its problematic areas that need to be fixed or improved. UX testing is an important part of the whole testing process - it helps to get beta-testers feedback to determine whether the product is comfortable for users and gives opportunity to improve problems and issues before moving on to the next stage of the development process. It also contributes to reducing the cost of development, as it is much cheaper to fix issues during the development process rather than after the release. Listed down below are 5 simple tips that can help perform UX testing in a proper and effective way.

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Game economy design of Premium games through the example of a 4X strategy on PC

Level of difficultyMedium
Reading time9 min
Views1.3K

How to design an economy for your game? The answer to this question might require a series of lectures or articles. The fundamental difference in the approach is based, first of all, on monetization model: F2P or B2P. The second thing that defines the approach to developing an economy system is game genre. This article reviews the case of designing the game economy for a B2P (premium) game, which doesn’t involve earning on microtransactions.

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Total votes 1: ↑1 and ↓0+1
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Technical Game Design. Configs, balance and content in the example of PC strategy

Level of difficultyMedium
Reading time13 min
Views1.5K

One of the common tasks that both beginners and experienced game designers face is describing a large amount of content to pass its parameters to the engine. This is not an easy task, given that it is very difficult to find materials on the technical aspects of game design. Well, let’s figure out how to transfer data to the engine.

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Total votes 2: ↑2 and ↓0+2
Comments1

Automation in mobile QA testing

Level of difficultyMedium
Reading time7 min
Views1.2K

It takes a lot of time and effort to develop a game. Finding and fixing errors before the release is one of the most crucial stages of the whole process, and the bigger your project is, the more people are usually involved in testing. Even the most uncomplicated games require a proper and thorough examination by QAs. The processes are automated to provide high-level project maintenance by increasing testing speed and reducing the influence of the human factor.

Automated testing is done with the help of specific programs, like Selenoid and Appium (although such frameworks are rarely used in games). 

However, the chances of successful automation depend primarily on the genre. Plus, it doesn’t cover all stages. For example, while the analytical issues can be automated, the visual aspect and gameplay are still tested manually (or are they really? We’ll get back to this later). We differentiate the two most popular types of auto testing: 

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Testing Metrics You Must Add to Your Process

Reading time4 min
Views4.4K

Testing is one of the key processes in development. However, without analysis it is tough to say how effective testers really are. Innotech’s lead tester-engineer Pavel Petrov shared a number of metrics that are being used in project work.

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Analysis of UE5 Rendering Technology: Nanite

Reading time8 min
Views8.9K

After Epic released the UE5 technology demo at the beginning of 2021, the discussion about UE5 has never stopped. Related technical discussions mainly centered on two new features: global illumination technology Lumen and extremely high model detail technology Nanite. There have been some articles [1 ][2] analyzing Nanite technology in more detail. This article mainly starts from the RenderDoc analysis and source code of UE5, combined with some existing technical data, aims to provide an intuitive and overview understanding of Nanite, and clarify its algorithm principles and design ideas, without involving too many source code level Implementation details.

 

https://blog.en.uwa4d.com/2022/02
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UE5 Lumen Implementation Analysis

Reading time4 min
Views3.5K

Lumen is UE5’s GI system, it is different from the traditional real-time GI which only includes the contribution of indirect diffuse reflection. It also includes indirect diffuse reflection and indirect highlight, providing a new set of complete indirect lighting. Lumen supports both hardware-based RTX and software-based Trace algorithms. The starting point of this article is that Lumen GI uses the process, algorithm, and data structure analysis of indirect diffuse reflection part based on software Trace to understand the basic principle and operation mechanism of Lumen from a macro perspective.

 

The core of Lumen includes the following parts:

Read more https://blog.en.uwa4d.com/2022/0
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Unity Performance Optimization Ⅵ: Resource Memory Leak

Reading time3 min
Views3.6K

Today, we will share some knowledge points related to resource memory leak. A memory leak is the most common issue that we continuously see and also are afraid of. What is the reason behind it? Because we can’t predict the extent of the leak before we locate the leak bottleneck, we had no idea whether it will burst out at a certain moment on the line. We have received feedback from developers that their players had no problem playing for half an hour, but they would get more and more stuck after 3 to 4 hours of playing, which they never expected before. How can it be solved? Today’s sharing will answer such questions.

UWA’s GOT Online-Assets report has a resource occupancy trend chart. If there is a rising trend like the one below, you must pay special attention.

Read more at blog dot en dot uwa4d dot com
Total votes 1: ↑0 and ↓1-1
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A bit about our currently nameless game company, and what we’re working on at the moment

Reading time4 min
Views1.4K

Hey everyone! I represent a game studio without a name, and the project we’re working on goes by the technical name of "CGDrone". I started writing this article earlier today, having tortured myself for ages with sketches, colours, algorithms and correcting bugs in rotations based on quaternions (the last one just about finished me off). You can probably understand I needed a break.

I’ve often come across stories people have posted online about how they made their game, the difficulties they faced, and the result they achieved at the end. Likewise, our team has its own story, and I’d like to share a bit about it.

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Total votes 2: ↑2 and ↓0+2
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How to promote an incremental game? Free of charge, fast and effective*

Reading time1 min
Views1.8K
If you ever created a game, you probably ran into the same problem as a lot of game developers before you: nobody knows about your game. In the article, I will tell you how to promote an incremental** game for free, fast and somehow effective.
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Total votes 11: ↑10 and ↓1+9
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