It might finally be time to invest in some better audio equipment for these talks. While very informative this is one of the biggest things I see that could improve, with some of these uploads being very hard to understand.
@J-MLindeMusic5 жыл бұрын
Hot damn, do I love this game. Can't wait for the sequel!
@kyonru5 жыл бұрын
Amazing talk!!!
@sylvainouillon9888 ай бұрын
Thank you very much for this talk, still so many to note and works on on out side !
@AceHardy5 жыл бұрын
👑
@Diverdjent5 жыл бұрын
✌🏻😍🏹🤖 I love Horizon. :D
@onefoxstudio3 жыл бұрын
Ehm
@sunnysmile7292 жыл бұрын
she so Cute 1:00
@Flonfl0n5 жыл бұрын
Does she even want to give this talk?
@burningflag36795 жыл бұрын
LOL i think she's nervous cause her voice is shaking the whole talk. But yeah do think i get where you're coming from
@unconn5 жыл бұрын
Incredibly boring talk. So sad to see QA in one of the exciting industries as GameDev in such a bad shape.
@kyonru5 жыл бұрын
what are you talking about? As a dev, this talk was incredible, really amazing to know how a studio like Guerrilla manages to deliver a project as big as Horizon... This talk gave me so many ideas of how to test my future games...
@unconn5 жыл бұрын
@@kyonru as 15 years in QA, mostly in bloody enterprise, I can say that this is pretty sad. Total domination of exploratory testing and very limited automation. It would be interesting to look at their coverage metrics.
@kyonru5 жыл бұрын
@@unconn yes, definitely. But that doesn't makes the talk boring, well... Probably to you that you might already know most of the topics.
@dicksonZero5 жыл бұрын
it shows how little resources were given to QA in this game. however, i respect that this is their first time doing open world testing, and that they couldn't afford more automated testing. i did expect them to talk about recording game inputs and determinism and replaying actions to reproduce a bug though
@mkalte6664 жыл бұрын
@@unconn Coverage metrics for games and game engines are basically nonexsistant. Its really really hard to (unit-) test a rendering engine; or interaction of things in a complex world. Shure, you can verify that the story blocking must-kill NPCs will always follow paths on the navgrid. That wont help you however if the player just never even walks there, or manages to do something weird to jump around them or something. How would you even test for that, except throw people at it?