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Chelsea Curran Adams (QA Manager, Riot Games)
Pass Type: All Access, GDC Conference + Summits, GDC Conference - Get your pass now!
Topic: Production & Team Management
Vault Recording: TBD
Audience Level: All
Test Plans. They're either a luxury to have due to timing or a document that's rotted before it's even finished. With the fast-paced, highly visual nature of games, how can test plans ever work to make the QA process easier? Rather than approaching test plans with a rigid template, this session explores how implementing visual techniques and methods for test plans improves metrics, saves money, and, best of all, works to involve the entire development team to help turn test plans into a must-have on the project.
Audience members will take home three specific, versatile and clear ways to approach test plans. Expect to leave with not just new ways to approach a test plan, but also new ways to measure success in starting the QA lifecycle earlier.
This session is intended for anyone in Quality Assurance or the development team who looks to improve their initial approach to testing, process lifecycle improvements, and quality measurement.