Game testing: avoiding bad data

Game testing: avoiding bad data

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Game testing: avoiding bad data
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In this GDC 2017 session, indie developer Adriaan de Jongh looks back at the evil data he collected over 6 years of testing 8 games, shares his methods for avoiding useless or confusing data, and shows how he now organizes effective testing sessions with minimal effort. If you consider game testing a necessary evil, this talk is for you.

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