Balance
For this project I were in charge of the playtesting and quality assurance. I were also working largely on balance
together with one other team mate. For this game I were constantly testing everything that got made,
no matter if it was progamming, graphics or gameplay related. This made it easy for us to make a finished polished product in the time we had.
Me and the other teammate that worked on balance created a document where we noted down all the math of the different weapons and the economics of the game.
When it came to playtests I were personally in charge and came up with the different questions, play test goals and methods we used for the game.
This came naturally for me as I had just completed the course "Test-driven Game design" and were currently taking "Test-driven Game Design 2" at the time.
Therefor this was nothing I had not done before and I am comfortable with the task.
Quality Assurance
Since I were constantly testing every part of the game it became easy for me to work on the QA. In the course "Test-driven Game design" we also learnt how
to create a test-plan design that helped me alot. I wrote down every single thing that needed to be done and be working for the game, every asset, animation, programmed mechanic, UI element, etc.
During the projects development I constantly checked the dokument, added new things or removed things we discarded. This helped me and my team to keep track of what had been done
and what needed to be done. It also helped us stay motivated as we were seeing how tasks were getting completed.
Because this was something that I and the team felt was really helpfull, I also created one of these documents specifically for the UI.
I wanted to help the graphics keep track of everything that needed to be done. Therefor I went through everything that would be needed for the UI and the Menu/Pause screens.
Then I wrote everthing down in a document that the graphics workers in my team could use to see what had been done and what needed to be done.