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KazPaz15 karma

I've worked in QA for a few months so I'm pretty noob. Couple of things I've been curious about:

1)What's your opinion on quotas? I've been on projects where the publisher has requested a minimum of 10-15 bugs per tester per day and it just seems very unrealistic, especially when you've got a horde of testers on the one project/build for so long.

2) Devs like Bioware are doing great things with QA, embedding testers right next to actual devs, which just seems to make so much more sense than housing them in a completely separate building/country. Why don't devs/publishers do this more? Is it force of habit, financial reasoning, both? Do you see this kind of setup becoming more widespread?

3) What's you're advice for moving up the ranks in QA? I get frustrated with some leads I've worked with as some barely communicate, relay info etc. They all started out as just testers so I'd figure they'd realise the importance of such things and how appreciated it is. If I were given a lead position I'd strive to be much more effective team player/communicator. Or am I under estimating a lead's crazy workload?

Thanks for your time!

KazPaz1 karma

Absolutely loved you're work on C&C, ever since I was a child... But I especially love your work on the Dune games. For me, you truly captured the 'essence' of Arrakis, I guess that's one way to put it. To this day I still listen to the Dune soundtracks.

What were your inspirations while scoring Dune2000/Emperor Battle for Dune? Also I noticed Emperor had 3 different composers, which tracks were you responsible for? Regardless, the music was fantastic across the board :) Keep doing what you're doing!