Zephyr Drone Simulator
At Little Arms Studios, we are still a very small team at the time of writing this (14 people), so we don't have a dedicated QA or testing department. That work tends to fall on the developers and even sales team members on occasion. Even during MVP development, we are constantly testing as developers. At the end of every sprint, we will show off feature progress and look for any feedback or suggestions. We also do a lot of pair programming and often find ourselves debating the best ways to solve complex problems with at least a few other developers.
After a feature is first implemented, we then begin testing by handing it off to a fellow developer who was not involved in the implementation to get a fresh perspective. Assuming no errors are found, we will then ask sales team members to test themselves and eventually create a custom development build to show off at trade shows and get hands-on feedback from potential and current customers on what they like and, more importantly, what they don't.
This allows for a lot of testing and a good amount of eyes on the product before a new release; however, it's far from perfect. The quarterly release system I talked about in the production page improves on this workflow, allowing for a minimum of a full quarter to test internally and externally before an update is released. It also allows us to get more alpha testers from product champions and loyal customers who are willing to get access to new features earlier in exchange for providing feedback on their experience and a less stable experience.
IGDA Volunteer QA Work
The International Game Developer's Association DC Chapter started a program in 2024 in which industry professionals, students, or game enthusiasts volunteer their time each month to help test upcoming indie games made by fellow IGDA members. This testing can include game design, but mostly involves bug hunting.
One of the games I did multiple testing passes on was "Crypt Crawler," a tower defense dungeon crawler (first two images on the left). For this, I did 2 passes on the game, focused on bug hunting, as this project was fairly late in the development cycle. I found issues, created repo steps, and provide detailed documentation to the developer to help polish their game prior to demo and release.
Another game I tested was "Hero Bot," a 2D platformer where you can pick up and mix power-ups to beat the levels (last image on the left). The Hero Bot developer wanted broader feedback, so I provided design critique, feedback around UI, readability, and communication to the player.