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The Dream Job: My Experience as a QA Tester for Electronic Arts

Sun Aug 17, 2008 8:10 AM EDT
technology, video-games, tiger-woods, video-game, qa, ea, electronic-arts, madden, game-tester, ea-tiburon
By Danny McGee
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Getting paid to play video games. It's the wet dream of every nerd, stoner, couch potato and teenager in the world. But is it really as awesome as it sounds?

Well, it depends on who you ask. First, let's shatter some stereotypes:

No, not like in that movie Grandma's Boy. Not even a little bit.

And no, emphatically no, definitely not at all like that infamous Westwood College commercial.

No, you cannot be lazy and be a game tester. No, liking video games does not qualify you to be a game tester. And no, your 1337 skillz do not mean much of anything at all. So what is it like being a game tester? It's difficult. It's challenging. It can be stressful, brain-wracking, tedious, and intensely grueling.

Think you like playing video games? Awesome. Want to play the same video game for four-to-six months straight, at an average of ten-to-twelve hours per day, six days a week? How about when there's a maximum of 20-30 hours of playtime before you get to 100% completion, and anything beyond that is re-doing things you've already done? How about when the game is so unstable and unpolished that it crashes every ten minutes and every loading screen is two-to-three minutes long? How about when, for hours at a time, it's your job to run through interface and options screens, making sure settings changes function as intended, or save files work the way they're supposed to? Still game? How about when crunch time hits and you're working a 26-hour shift to make sure the game is ready to ship on time?

The video game industry is extremely competitive, and that includes QA. It doesn't take a whole lot to get one's foot in the door--a well-written resume and a successful interview can easily make up for an otherwise lack of relevant experience or education--but once you're in, if you're not good, you will fail, and quickly. I saw a good many people come and go who, for whatever reason, didn't have what it took to be a successful tester. With the sheer volume of money and energy being poured into every game to meet deadlines and deliver a quality title, weak links in the chain can't be tolerated for long.

That's not to say that my employers were ruthless--far from it. Whenever someone was performing below expectations, a surprising amount of effort was always made to hone in on their individual skills, place them in positions which exploited their strengths, and under the wing of strong leaders who could help them improve on their weak points. In many cases, this strategy worked. I saw a good number of people come out of training showing little promise but a lot of motivation, and witnessed them sharpen themselves, with help from the rest of the team, into some of the strongest testers in the group by the end of the project. At the end of the day, however, for every sub-par, unmotivated, dime-a-dozen burnout who thought that "playing video games for a living" would be a great way to skate their way through paychecks, there were ten more eager and bright individuals waiting outside, begging for a foot into the door of this industry.

Sound tough? It is. But it's also one of the most fulfilling and rewarding experiences I've ever had, in a career or otherwise. I've talked about how hard and strenuous this job is, how difficult it is to succeed and how easy it is to fall by the wayside, but many of you are probably not surprised by this revelation. After all, EA has gotten a pretty bad rap for being evil, big bad corporate slaveworkers who push their unappreciated employees to the breaking point and never leave them anything good to show for it. Well, it's time to break that stereotype, too.

EA provided me with just about the best work environment I could have possibly asked for, and improvements to the system are constantly being made to keep their talented staff happy and make sure their hard work is appreciated and rewarded. Are the hours long and hard? Yes, but breaks are offered at least once every two hours, and meal breaks are almost always an hour long. Need to work a late night or a weekend shift? As a condolence, every project has a specific budget set aside to pay for the meals of the entire team on long overtime shifts. Other incentives can also be provided at the discretion of the project leads. Our project gave out gift certificates on a weekly basis to the strongest performers for those weeks, and at the end of the project gave a free copy of Rock Band (all the expensive peripherals included) to the individual with the highest overall performance for the project. At the end of projects, all team members are offered up to a week's time off to recharge and re-energize before moving to the next one. Other perks include free cereal and milk in the break room in addition to absurdly cheap vending machines (well-stocked with Mountain Dew) and free-to-play arcade games, a company store filled with video games from every EA-owned publisher and developer discounted at more than 50% off, and every once in a while--just for good measure--there are the on-the-clock keg parties complete with free pizza, wings and video game tournaments. Yeah, not even kidding.

But far more rewarding than all that is the tight-knit teamwork-fueled environment, supervised by leads who actually care about their employees, show a real passion for the products they help deliver, and bear the fire and charisma to instill that same passion into the team members under them. These days, every job on the market promises a "fun, fast-paced and team-oriented" work environment, and most of those promises prove to be naught but a hollow shell of rhetoric that leaves employees only working just hard enough to not lose their sources of income. Not so with EA. Never did I feel unappreciated, unimportant, or like I was just trudging through another work day counting down the hours until the weekend or the next paycheck. I'm extremely proud of the work I did at EA and sincerely love that company for the way they treated me. I couldn't have asked for any better. And although I completed my six-month temporary tenure and was unfortunately laid off last week, I'm eagerly awaiting the next hiring season so I can go back and try again for a promotion to a permanent position with the company.

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  • Public Discussion (19)
Danny McGee

Look for my name in the credits of Tiger Woods PGA TOURĀ® 09! It's actually a really great game, and definitely the best Tiger game yet. I'll try to have a review published on the 26th, when the game is scheduled to be released. (Until then I can't really talk about it for obvious reasons.)

  • 2 votes
Reply#1 - Sun Aug 17, 2008 8:13 AM EDT
Ire

Danny,

Great bit of writing! Thanks for posting this.

I always knew I worked in a dark, satanic mill. Now I know even more... :(

Have a blast!

  • 1 vote
#1.1 - Mon Aug 18, 2008 12:14 AM EDT
Reply
DamianKD

Great article, Danny. Very well-written and articulate. Thanks for writing this, I've always wondered what it would be like to be a QA tester on a platform or game.

  • 1 vote
Reply#2 - Sun Aug 17, 2008 10:08 AM EDT
dungbeetlemania

What a great piece, thank you! Form your description EA sounds like a pretty sweet place to work, but I suspect that some of the drudgery of testing would be too much for me.

  • 2 votes
Reply#3 - Sun Aug 17, 2008 11:52 AM EDT
Danny McGee

Yeah, it's not fun all the time, but at other times it's really the most fun I've had at any job ever. And I'm not talking about the "playing video games" part. That gets old really fast. But just finding crashes and memory leaks and online desyncs and major functionality issues, and then trying to track down the cause of them, it's like puzzle solving in a lot of ways. There's no better feeling than trying to track down the cause of a crash for an hour and then finally nailing it. There's such a sense of satisfaction, not only finally finding the cause of the issue that's been vexing you for the last hour, but knowing that because you were able to track it down, people at home are going to have a better experience with the game because they didn't accidentally run into it like you did.

  • 3 votes
#3.1 - Sun Aug 17, 2008 8:19 PM EDT
Reply
Brad Leclerc

Very cool stuff......think I'll stick to the occasional beta (and rarely, alpha) testing that comes my way. The pay is worse...being...er....nothing, but the low stress levels of being able to say "@!$%# this, i'm gonna do something else" is worth it....sorta hehe

    Reply#4 - Sun Aug 17, 2008 1:57 PM EDT
    Thura

    Great article and gives a glimpse into the world of EA's QA. I have more than a few EA games on my drive and I appreciate the efforts that QA puts into it, however I wish EA would had been more rigorous in their QA for one of my favs BF2! Or Bioshock.

      Reply#5 - Sun Aug 17, 2008 11:22 PM EDT
      Danny McGee

      A lot of that depends on the studio that's doing the QA; we have a few around the country. I was at Tiburon, in Orlando. We're kind of infamous for doing a lot of the EA SPORTS titles and not much else (Madden, Tiger Woods, and NASCAR are all done at Tiburon), but we're also the top-performing QA studio in the country, so during the off-seasons when the programmers and artists are working on really, really early prototypes of the new sports titles that aren't ready for QA yet, we insource a lot of projects from partner developers who go to us for our reputation. This year our QA department worked on Mercenaries 2 and the bikes patch for Burnout: Paradise, and are currently working on LOTR: Conquest and Mirror's Edge. One day on a lunch break I got the chance to hop on Mirror's Edge for about half an hour, and I have to say it's absolutely amazing so far. It's definitely my most anticipated game this year.

      • 1 vote
      #5.1 - Mon Aug 18, 2008 12:41 AM EDT
      Thura

      We're kind of infamous for doing a lot of the EA SPORTS titles and not much else

      While I am not into sports games, I think there is less complaint about bugs in those titles. IMHO, the Sports titles get to evolve on an annual basis so bugs and issues get stamped out vs. the more irregular FPS titles.

      One day on a lunch break I got the chance to hop on Mirror's Edge for about half an hour, and I have to say it's absolutely amazing so far. It's definitely my most anticipated game this year.

      Can't wait.

        #5.2 - Mon Aug 18, 2008 12:48 AM EDT
        Danny McGee

        While I am not into sports games, I think there is less complaint about bugs in those titles. IMHO, the Sports titles get to evolve on an annual basis so bugs and issues get stamped out vs. the more irregular FPS titles.

        Actually, it's usually the other way around. Because sports titles are released on VERY strict deadlines on a yearly basis, if anything, we often don't really have enough time to get as many of the bugs worked out as we'd like to, and sometimes major issues (like the Tiger Challenge crash in Tiger 08 360) don't get caught until the games are already out the door. Compare this to a big, highly anticipated action title like Half-Life 2 where the developer can push back the release date if they're not satisfied with the quality of the title yet. We can't exactly say, "Well, there are a few crash bugs in Madden that we haven't quite worked out yet so we're going to have to push back the release date a month or two." That game needs to be out in time for football season, or else heads will roll and a lot of money will be lost. Consequently, some of the lower-severity bugs end up in the shipped title, and crunch times can get pretty rough occasionally.

        • 3 votes
        #5.3 - Mon Aug 18, 2008 2:36 AM EDT
        Thura

        Thanks for the explanation Danny. Do write about what you do as QA occasionally.

        • 2 votes
        #5.4 - Mon Aug 18, 2008 4:28 AM EDT
        DamianKD

        Mercenaries 2? Color me envious.

          #5.5 - Mon Aug 18, 2008 1:47 PM EDT
          Brad Leclerc

          I want Mirror's Edge so damn bad.......

          • 1 vote
          #5.6 - Mon Aug 18, 2008 2:29 PM EDT
          Reply
          XNihil0Zer0

          I've worked in QA for Midway, SCEA and SOE. I've got to hand it to you though for sticking through 6 months of a sports game. Sports games can cause insanity due to the sheer amount of combinations that you have to test. I quit SCEA after one day working on MLB 07 The Show. By the time I got put on the project the game play mechanics were very solid, The only thing left to do was test every combination of rosters, teams, stadiums and weather conditions for potential art glitches. When I saw they had minor league and classic teams I decided it was time to go.
          The only thing worse than getting stuck on a project with too many combinations is a game with too few. I tested an expansion pack for a game called Blast Factor, a very simple top down shooter. The game had been published a few months earlier and was fairly bug free. All the expansion pack did was add a multiplayer mode which changed the level from a hexagon to an octagon, and a mode which allowed you to play at different speeds. A team of 8 people found only 14 bugs in 6 weeks of testing. To mock testing this game we started the Extreme Blast Factor League of America. We had hats made up and we would spend plenty of time bothering the guys testing Motorstorm. When the Motorstorm lead would ask me to leave I would ask him if he knew who I was and how dare he treat a member of a professional league with such disrespect. Thinking back this may be how I ended up being put on MLB at such a bad stage.
          Your experience at EA sounds quite similar to my experience at Midway. They paid for overtime meals and there were incentives for finding the most bugs. My favorite thing about Midway was how lax the work environment was. No one really cared if you came back from your breaks reeking of bud. They probably couldn't smell it anyway because there was a good chance they reeked as well. Everyone had their own desk. If you were bored no one minded if surfed the net for the latest viral videos, as long as you showed everyone when you found something cool. They also retained most of their people between projects, which in the long run is probably bad demonstrated by the quality of their games. SCEA gets rid of about 70% of the QA team after any given project.
          The main misconception that I've seen people have going into testing, is that you find bugs by just playing the game. I've seen many testers spend their months on a project mastering their ability to beat their game at faster and faster times. Then they are confused at the end of the project when they are let go for having an inadequate amount of bugs. They never try to break the game, to figure out which combination of actions the programmers did not consider. For me the fun in QA was not playing the games, (once you've beat a game 10 times in the first week how fun can it be?) but the puzzle of trying to cause the game to crash.

            Reply#6 - Mon Aug 18, 2008 6:41 PM EDT
            Danny McGee

            I've worked in QA for Midway, SCEA and SOE. I've got to hand it to you though for sticking through 6 months of a sports game. Sports games can cause insanity due to the sheer amount of combinations that you have to test.

            Yeah, it got pretty ridiculous at times. We had 20-something golfers, about the same amount of courses (with 18 holes on each course which are each their own separate environment), and about a dozen game modes. And then there's the scores of Pro Shop items you can equip, which each had the potential to cause other problems.... that's a lot of combinations.

            But wow, you worked for Sony? That's pretty awesome. Did you do compliance testing, or did you test games actually being developed/published by Sony?

            The only thing worse than getting stuck on a project with too many combinations is a game with too few. I tested an expansion pack for a game called Blast Factor, a very simple top down shooter. The game had been published a few months earlier and was fairly bug free. All the expansion pack did was add a multiplayer mode which changed the level from a hexagon to an octagon, and a mode which allowed you to play at different speeds. A team of 8 people found only 14 bugs in 6 weeks of testing.

            Haha, I know what you mean. I had to test the Tiger 09 Demo for a while (which is currently available on the XBL Marketplace and PSN, by the way!). There's three playable holes, the new "Custom Drills" feature, and a mini-environment where you can tune the attributes of your clubs and test them out. That's like a maximum of 20-30 minutes worth of playing time if you REALLY stretch it. Fortunately they cycled people to work on Demo, so I never had to test it for more than a day at a time.

            They also retained most of their people between projects, which in the long run is probably bad demonstrated by the quality of their games. SCEA gets rid of about 70% of the QA team after any given project.

            Yeah, it's the same or worse with Tiburon, or at least it was this year. They did a sort of mass-hire last year to permanent positions, but this year the available head-count was much lower so they had to let a lot of really good people go. It sucks, but they always give top priority to people returning from a previous lay-off when they start hiring again.

            For me the fun in QA was not playing the games, (once you've beat a game 10 times in the first week how fun can it be?) but the puzzle of trying to cause the game to crash.

            Yeah, absolutely. The most boring time by far was late beta, when the game was really clean, almost ready to ship, and our team of 20 was finding maybe two bugs a week. After sitting around playing 4-player online matches 8 hours a day for weeks straight, I sort of never want to play Tiger Woods again. :P But I probably will, if only to unlock all the achievements and get online and completely destroy people in ranked matches.

              #6.1 - Mon Aug 18, 2008 8:59 PM EDT
              Reply
              Responsible-Adult

              I have a question, is it required to have some kind of code writing or programing background to go into something like this?
              or is it like a train on the job type of deal for some?

              • 1 vote
              Reply#7 - Tue Aug 19, 2008 6:30 PM EDT
              Danny McGee

              Definitely not. It generally helps to have some basic understanding of software engineering or digital art, but it's really not necessary at all. General troubleshooting skills are more useful.

              • 1 vote
              #7.1 - Tue Aug 19, 2008 8:34 PM EDT
              Reply
              Josh Clarke

              hah, i was juuust about to apply for EA in orlando and i read this, none of what you said would make me want to turn down the thought of testing for EA, except for money. How much do you guys get paid over there, because i currently live in Oklahoma, and i would have to move all the way to Florida for that job and i dont know if it would be worth it. My dad lives in Orlando (right behind disney actually) so i could go there if i want. I know i am being offered a job working at Dish Network, as a customer service rep, starting at 12.50 an hour.

                Reply#8 - Sun Jun 19, 2011 8:54 AM EDT
                Danny McGee

                Sorry Josh, haven't been here in a long time. The money is definitely not great. I'm not sure if they've bumped the pay at all since I've left, but you definitely won't be making $12.50 an hour. The overtime makes up for it most of the time though.

                  #8.1 - Thu Nov 3, 2011 6:19 PM EDT
                  Reply
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