I can give you some tips:
1) It's easiest to get hired in the SF Bay Area, LA, or Seattle (I'd guess Montreal is quite good now too)areas simply because of the number of game companies in those locations. Summer is the best time to get hired as companies are ramping up to finish the holiday releases.
2) Hone your communication and writing skills so that you can actually convey the circumstancesunder whichbugs occurto producers and engineers. A tester that writes up clear, concise bug reports will get most of their bugs fixed, while those who do not will find most of their reports ignored or in constant need of clarification, even if the two testers were reporting identical issues.
3) Don't get too set on working on a specific project or platform. You might have to start by testing some craptastic Barbie Horse Adventure game on cell phones.
4) You want to test FPSs or RTSs. From my past experience as a tester, testing story driven games is a total drag. (and I loveagoodstory driven game) Competative or cooperative multiplayer games like FPSs and RTSs have a lot more retestability. Open ended single player games can also be rewarding to test.
5) Get used to bugs being left unfixed. (like these darn missing spaces in these forums) It hurts, but the further into a project you get, the less likely it is that bugs will get fixed. Certain bugs will be deemed shippable. Certain companies will deem LOTS of bugs as shippable.
6) Understand game development - The more you know about programming, 3D modelling and animation, graphics, and computers in general, the easier it will be to find, understand, and reportbugs.
7) Don't expect to be hired on permanently. There are tons of testing jobs, but I'd bet there is one permanent position per 50 testers in the workplace. It's tough to get noticed in the hordes of hires some of the major companies take on per year. If you start to expect things from your employer, you are bound to be disappointed. If you don't, and work hard, maybe you'll be pleasantly surprised.
8) Get used to doing more than your share of the work. In all the time I tested, I never saw a project where people evenly pulled their weight. 20% of the testersalmost always end up doing 80% of the work. If you are going to be part of the 20%, do it because you love games and want to help make them better. I've seen a lot of that 20% get very bitter over time when few, if any,of their accomplishments are rewarded.
9) Get used to long hours. Testers are typically on the last 3-5 months of every project which just so happens to coincide with crunch time for every project. This often leads to testersending up in permanent crunch mode. Many testers work grueling 80 hour weeks over and over again.
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