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Production: All Articles


Managing the Development Process

Tom Sloper
Secrets of the Game Business, Second Edition, 2005.

Ways to Manage Creative Chaos

Heather Maxwell Chandler
Secrets of the Game Business, Second Edition, 2005.

Offshore Game Development Outsourcing

Javier F. Otaegui
Secrets of the Game Business, Second Edition, 2005.

Leadership: The Making Of Effective and Happy Teams

Melanie Cambron, Heather Maxwell
Secrets of the Game Business, Second Edition, 2005.

The Stages of Game Development

Michael Sellers
Secrets of the Game Business, Second Edition, 2005.

Localizations

Heather Maxwell
Secrets of the Game Business, Second Edition, 2005.

Customer Support in Massively Multiplayer Online Games

Terri L. Perkins
Secrets of the Game Business, Second Edition, 2005.

Quality Assurance: Bug Tracking and Test Cases

Chris Campbell
Secrets of the Game Business, Second Edition, 2005.

Effective Quality Assurance-How to Manage Developers

Craig McDonald (Origin Systems)
Massively Multiplayer Game Development 2, 2005.

Managing and Growing an MMOG as a Service

John Donham (Sony Online Entertainment)
Massively Multiplayer Game Development 2, 2005.

Community Management: Do's and Don'ts from Those Who've Done Them

Graham Williams, Katie Postma (Ubisoft)
Massively Multiplayer Game Development 2, 2005.

Techniques for Providing Online Support for Massively Multiplayer Games

Tom Gordon (AlienPants)
Massively Multiplayer Game Development 2, 2005.

Large-Scale Project Management

Michael Saladino (Electronic Arts)
Massively Multiplayer Game Development 2, 2005.

Managing and Growing an MMOG as a Service

John Donham (Sony Online Entertainment)
Massively Multiplayer Game Development 2, 2005.

Automated Testing for Online Games

Larry Mellon (Electronic Arts)
Massively Multiplayer Game Development 2, 2005.

Customer Support and Player Reputation: It�s All About Trust

Paul D. Sage (NCsoft Corporation)
Massively Multiplayer Game Development, 2003.

Building (and Keeping) a Great Game Development Team

Barbara Walter
Game Design Perspectives, 2002.

Keeping Your Team Motivated

Geoff Howland
Game Design Perspectives, 2002.

Managing External Development Teams: Hand Me the Remote

Tom Sloper
Game Design Perspectives, 2002.

Total Quality Control in Game Development

Chris Campbell
Game Design Perspectives, 2002.

Using Focus Groups to Proof Design Ideas

Charlie Cleveland
Game Design Perspectives, 2002.

Testing Undefined Behavior as a Result of Learning

Jonty Barnes (Lionhead Studios), Jason Hutchens (Amristar)
AI Game Programming Wisdom, 2002.
Abstract: We consider learning to be the essence of Artificial Intelligence. Non-player characters, when granted the ability to learn, are given the potential to surprise and entertain the player in completely unexpected ways. This is very reinforcing from the player's point of view, but a nightmare for a testing department. How can they assure the quality of a game that may behave completely differently depending on the who's playing it? In this article we show, via a case study of the computer game "Black & White", exactly how a testing department can achieve their goals when the product they're testing features unpredictable learning AI.

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