Game QA Checklist

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Game QA Checklist por Mind Map: Game QA Checklist

1. Introduction Screen

1.1. Visuals

1.1.1. Studio Logo Animation

1.1.1.1. 5 sec

1.1.2. Skip Studio Animation Button

1.1.2.1. Neutral State

1.1.2.2. Mouse-Over State

1.2. Usability

1.2.1. Logo Contrasts Well With Background

1.3. Functionality

1.3.1. Skip Studio Animation Button

2. Title Screen

2.1. Visuals

2.1.1. Enter Screen Transition Animation

2.1.2. Game Logo Graphics

2.1.3. Start Game Button

2.1.3.1. Neutral State

2.1.3.2. Mouse-Over State

2.1.3.3. Click State + Animation

2.1.4. Options Button

2.1.4.1. Neutral State*

2.1.4.2. Mouse-Over State*

2.1.4.3. Click State + Animation*

2.1.5. Credits Button

2.1.5.1. Neutral State*

2.1.5.2. Mouse-Over State*

2.1.5.3. Click-State + Animation*

2.1.6. Copyright Statement

2.1.7. Background Graphics

2.1.8. Exit Screen Transition Animation

2.2. Sound

2.2.1. BGM

2.2.2. Start Game Button

2.2.2.1. Mouse-Over State SFX

2.2.2.2. Click State SFX

2.2.3. Options Button

2.2.3.1. Mouse-Over State SFX*

2.2.3.2. Click State SFX*

2.2.4. Credits Button

2.2.4.1. Mouse-Over State SFX*

2.2.4.2. Click State SFX*

2.3. Usability

2.3.1. Buttons Can Be Seen Clearly

2.3.2. Logo Is Positioned At Point Of Focus (Rule Of Thirds)

2.3.3. Logo Size Occupies At Least 1/4 Of Screen

2.3.4. Logo Contrasts With Background

2.4. Functionality

2.4.1. Start Game Button

2.4.2. Options Button*

2.4.3. Credits Button*

3. Credits Screen

3.1. Visuals

3.1.1. Enter Screen Transition Animation

3.1.2. Names & Roles Display

3.1.3. Source Credits Display

3.1.4. Exit Button

3.1.4.1. Neutral State

3.1.4.2. Mouse-Over State

3.1.4.3. Click State + Animation

3.1.5. Background Graphics

3.1.6. Exit Screen Transition Animation

3.2. Sound

3.2.1. BGM

3.2.2. Exit Button

3.2.2.1. Mouse-Over SFX

3.2.2.2. Click SFX

3.3. Usability

3.3.1. Exit Button

3.3.1.1. Can Be Seen Clearly

3.3.1.2. Positioned At Lower Left/Lower Right Of Screen

3.4. Functionality

3.4.1. Exit Button

4. Gameplay Screen

4.1. Visuals

4.1.1. Non-Diegetic UI

4.1.1.1. HP Bar/Icon

4.1.1.1.1. Neutral Animation

4.1.1.1.2. Increase Feedback Animation

4.1.1.1.3. Decrease Feedback Animation

4.1.1.2. Skill/MP Bar

4.1.1.2.1. Neutral Animation

4.1.1.2.2. Increase Feedback Animation

4.1.1.2.3. Decrease Feedback Animation

4.1.1.3. Switch Skill Icons

4.1.1.4. Score Display

4.1.1.5. Money Credits Display + Icon

4.1.1.6. Collectables Display + Icon

4.1.1.7. Obtain Collectables Feedback Animation

4.1.2. Spatial UI

4.1.2.1. Character Damage Number Display + Animation

4.1.2.2. Enemy Damage Number Display + Animation

4.1.2.3. Character Emoticons Icons

4.2. Usability

4.2.1. HP Bar/Icon & Skill/MP Bar Height About 1/5 Of Screen

4.2.2. HP Bar/Icon & Skill/MP Bar Width About 1/3 Of Screen

4.2.3. UI Is Laid Out With Reference To Rule Of Thirds/Golden Ration

4.2.4. UI Is Laid Out With Consideration Of User Reading Order

4.2.5. __________ Contrast(s) With All Types Of Backgrounds

4.2.5.1. HP Bar/Icon

4.2.5.2. Skill/MP Bar

4.2.5.3. Switch Skill Icons

4.2.5.4. Score Display

4.2.5.5. Money Credits Display + Icon

4.2.5.6. Collectables Display + Icon

4.2.5.7. Damage Number Display

4.3. Functionality

4.3.1. HP Bar/Icon Will Increase/Decrease With Gameplay

4.3.2. Skill?MP Bar Will Increase/Decrease With Gameplay

4.3.3. Skills Icons Can Be Switched

4.3.4. Score Display Updates With Gameplay

4.3.5. Money Credits Display Updates With Gameplay

4.3.6. Collectables Display Updates With Gameplay

5. In-Game General

5.1. Design

5.1.1. Layout

5.1.1.1. Level 1

5.1.1.2. Level 2

5.1.1.3. Level 3

5.1.2. Enemies Placement

5.1.2.1. Level 1

5.1.2.2. Level 2

5.1.2.3. Level 3

5.2. Visuals

5.2.1. Character Asset

5.2.1.1. Start Stage Animation

5.2.1.2. Idle State + Animation

5.2.1.3. Walk State + Animation

5.2.1.4. Jump State + Animation

5.2.1.5. Fall State + Animation

5.2.1.6. Damaged State + Animation

5.2.1.7. Dying State + Animation

5.2.1.8. Status Effect State(s) + Animation(s)

5.2.1.9. Attack State(s) + Animation(s)

5.2.1.10. Damaged SFX Feedback Animation

5.2.1.11. Walk SFX Feedback Animation

5.2.1.12. Attack SFX Feedback Animation

5.2.1.13. Fall SFX Feedback Animation

5.2.1.14. Invincibility Animation

5.2.2. Collectables Graphics

5.2.3. Collectables State SFX Animation (Attractive)

5.2.4. Character Collects Collectables SFX Animation

5.3. Usability

5.3.1. Character Is Centralised In Middle Column

5.3.2. Character Is Positioned Along Lower Line In Rule Of Thirds

5.3.3. Sufficient Space On Sides For Players To See Enemies/Obstacles

5.3.4. Character Invincibility Lasts __ Seconds

5.4. Functionality

5.4.1. Movement & Action Correspond To Correct Keys

5.4.2. Character HP Decreases According To Damage Number When Damaged

5.5. Sound

5.5.1. BGM

5.5.2. Character Attack SFX

5.5.2.1. Land On Enemy

5.5.2.2. Miss

5.5.3. Character Collects Collectables SFX

5.5.4. Character Heals SFX

6. Level 1 (Tutorial)

6.1. Visuals

6.1.1. Non-Diegetic UI

6.1.1.1. Movement

6.1.1.1.1. Instructions

6.1.1.1.2. Keys Icons

6.1.1.2. Action/Attack

6.1.1.2.1. Instructions

6.1.1.2.2. Keys Icons

6.1.1.3. Objectives Instruction

6.1.2. Game

6.1.2.1. Assets(s)

6.1.2.1.1. Enemy

6.1.2.1.2. Character

6.1.2.1.3. Obstacles

6.1.2.2. Background Layer Graphics

6.1.2.2.1. Layer 1

6.1.2.2.2. Layer 2

6.1.2.3. Gameplay Level

6.1.2.3.1. Ground Graphics

6.1.2.3.2. Platform Graphics

6.2. Usability

6.2.1. __________ Contrast(s) With All Types Of Backgrounds

6.2.1.1. Movement...

6.2.1.1.1. Instructions

6.2.1.1.2. Keys Icons

6.2.1.2. Action/Attack...

6.2.1.2.1. Instructions

6.2.1.2.2. Keys Icons

6.2.1.3. Objectives Instructions

6.2.2. Instruction Are Positioned To...

6.2.2.1. Capture Player's Attention

6.2.2.2. Not Obstruct Gameplay

6.2.3. 1-2 Types Of Fonts Are Used

6.3. Design

6.3.1. Level Layout

6.3.2. Enemies Placement

6.3.3. Collectables Placement

6.3.4. Obstacles Placement

6.3.5. Progressive Difficulty

6.3.6. Placement Balance

6.3.7. Introduction Of New Mechanics

6.3.8. Theme Consistency

6.4. Sound

6.4.1. BGM

6.4.2. Enemy Attack SFX

6.4.2.1. Land On Character

6.4.2.2. Miss

6.4.3. Character Collects Collectable SFX

6.5. Functionality

6.5.1. Background Layer Scrolling

6.5.1.1. Layer 1

6.5.1.2. Layer 2

6.5.2. Gameplay Level Scrolling

6.5.2.1. Ground

6.5.2.2. Platform

6.5.3. Enemy A.I.

6.5.3.1. Movement Is Present

6.5.3.2. Attack Is Present

6.5.3.3. Action Is Present

7. Level 2

7.1. Visuals

7.1.1. Non-Diegetic UI

7.1.1.1. New Mechanics Instructions

7.1.1.2. Objectives Instructions

7.1.2. Game

7.1.2.1. Assets(s)

7.1.2.1.1. Enemy

7.1.2.1.2. Character

7.1.2.1.3. Obstacles

7.1.2.2. Background Layer Graphics

7.1.2.2.1. Layer 1

7.1.2.2.2. Layer 2

7.1.2.3. Gameplay Level

7.1.2.3.1. Ground Graphics

7.1.2.3.2. Platform Graphics

7.2. Usability

7.2.1. __________ Contrasts With All Types Of Backgrounds

7.2.1.1. New Mechanics Instructions

7.2.1.2. Objectives Instructions

7.2.2. Instructions Are Positioned To...

7.2.2.1. Capture Player's Attention

7.2.2.2. Not Obstruct Gameplay

7.2.3. 1-2 Types Of Fonts Are Used

7.3. Design

7.3.1. Level Layout

7.3.2. Enemies Placement

7.3.3. Collectables Placement

7.3.4. Obstacles Placement

7.3.5. Progressive Difficulty

7.3.6. Placement Balance

7.3.7. Introduction On Mechanics Extension/New Mechanics

7.3.8. Theme Consistency

7.4. Sound

7.4.1. BGM

7.4.2. Enemy Attack SFX

7.4.2.1. Land On Character

7.4.2.2. Miss

7.4.3. Character Collects Collectable SFX

7.5. Functionality

7.5.1. Background Layer Scrolling

7.5.1.1. Layer 1

7.5.1.2. Layer 2

7.5.2. Gameplay Level Scrolling

7.5.2.1. Ground

7.5.2.2. Platform

7.5.3. Enemy A.I.

7.5.3.1. Movement Is Present

7.5.3.2. Attack Is Present

7.5.3.3. Action Is Present

8. Level 3

8.1. Visuals

8.1.1. Non-Diegetic UI

8.1.1.1. New Mechanics Instructions

8.1.1.2. Objectives Instructions

8.1.2. Game

8.1.2.1. Assets(s)

8.1.2.1.1. Enemy

8.1.2.1.2. Character

8.1.2.1.3. Obstacles

8.1.2.2. Background Layer Graphics

8.1.2.2.1. Layer 1

8.1.2.2.2. Layer 2

8.1.2.3. Gameplay Level

8.1.2.3.1. Ground Graphics

8.1.2.3.2. Platform Graphics

8.2. Usability

8.2.1. __________ Contrasts With All Types Of Backgrounds

8.2.1.1. New Mechanics Instructions

8.2.1.2. Objectives Instructions

8.2.2. Instructions Are Positioned To...

8.2.2.1. Capture Player's Attention

8.2.2.2. Not Obstruct Gameplay

8.2.3. 1-2 Types Of Fonts Are Used

8.3. Design

8.3.1. Level Layout

8.3.2. Enemies Placement

8.3.3. Collectables Placement

8.3.4. Obstacles Placement

8.3.5. Progressive Difficulty

8.3.6. Placement Balance

8.3.7. Introduction On Mechanics Extension/New Mechanics

8.3.8. Theme Consistency

8.4. Sound

8.4.1. BGM

8.4.2. Enemy Attack SFX

8.4.2.1. Land On Character

8.4.2.2. Miss

8.4.3. Character Collects Collectable SFX

8.5. Functionality

8.5.1. Background Layer Scrolling

8.5.1.1. Layer 1

8.5.1.2. Layer 2

8.5.2. Gameplay Level Scrolling

8.5.2.1. Ground

8.5.2.2. Platform

8.5.3. Enemy A.I.

8.5.3.1. Movement Is Present

8.5.3.2. Attack Is Present

8.5.3.3. Action Is Present

9. Pause Screen

9.1. Visuals - UI

9.1.1. Darkens Screen

9.1.2. Pause Captions

9.1.3. Instructions To Unpause

9.2. Usability

9.2.1. Pause Caption Can Be Seen Clearly

9.2.2. Instructions Can Be Seen Clearly

9.2.3. Pause Caption Is Positioned At Point Of Focus (Rule Of Thirds)

9.2.4. Pause Caption Size Occupies At Least 1/6 Of Screen

9.2.5. Pause Caption Contrasts With Background

9.3. Functionality

9.3.1. Unpause Key

10. Game Over Screen

10.1. Visuals

10.1.1. Transition To Screen Animation

10.1.2. Game Over Caption

10.1.3. Restart Level Button

10.1.3.1. Neutral State

10.1.3.2. Mouse-Over State

10.1.3.3. Click State + Animation

10.1.4. Back To Title Button

10.1.4.1. Neutral State*

10.1.4.2. Mouse-Over State*

10.1.4.3. Click State + Animation*

10.1.5. Background Graphics

10.1.6. Exit Screen Transition Animation

10.2. Sound

10.2.1. BGM (No Loop)

10.2.2. Restart Level Button

10.2.2.1. Mouse-Over SFX

10.2.2.2. Click SFX

10.2.3. Back To Title Screen

10.2.3.1. Mouse-Over SFX*

10.2.3.2. Click SFX*

10.3. Usability

10.3.1. Buttons Can Be Seen Clearly

10.3.2. Game Over Caption Is Positioned At Point Of Focus (Rule Of Thirds)

10.3.3. Game Over Caption Occupies At Least 1/5 Of Screen

10.3.4. Game Over Caption Contrasts With Background

11. Victory Screen

11.1. Visuals

11.1.1. Transition To Screen Animation

11.1.2. Victory Caption

11.1.3. Next Level Button

11.1.3.1. Neutral State

11.1.3.2. Mouse-Over State

11.1.3.3. Click State + Animation

11.1.4. Background Graphics

11.1.5. Exit Screen Transition Animation

11.1.6. Score Display*

11.1.7. Collectables Display + Icon*

11.2. Sound

11.2.1. BGM

11.2.2. Next Level Button

11.2.2.1. Mouse-Over SFX

11.2.2.2. Click SFX

11.3. Usability

11.3.1. Buttons Can Be Seen Clearly

11.3.2. Victory Caption Is Positioned At Point Of Focus (Rule Of Thirds)

11.3.3. Victory Caption Size Occupies At Least 1/5 Of Screen

11.3.4. Victory Caption Contrasts With Background

11.3.5. Score Display Contrasts With Background*

11.3.6. Collectables Display + Icon Contrasts With Background*

11.4. Functionality

11.4.1. Restart Level Button

11.4.2. Back To Title