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NBA Live '96 & '97

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- Videogames
  • Monday, January 15 1996
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    1,851

format:
SNES/Sega/PC
studio:
EA Canada
dates:
05/95 - 01/96


My last assignment in EA's Quality Assurance department was Lead Tester on these NBA Live products. This was where I learned how to write design-related material and deal with the development teams I would later work beside.

Being in QA always felt like it was half the job I wanted. I was paid to be analytical, but not creative. So when I started designing custom player creation interfaces for NBA Live '97, I was finally given a production position with ReBoot.

Triple Play '96

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- Videogames
  • Tuesday, April 25 1995
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    1,824

format:
Sega Genesis
studio:
EA Canada
dates:
03/95 - 04/95


Triple Play was a fun product. I got to work with Jon Dowdeswell, a great guy who's whole family I now count as my friends. We tested the heck out of this product, arriving hours before anyone else and leaving last to get in as much work as possible.

As a side note, Chris Taylor (of Total Annihilation and Gas Powered Games fame) worked on this product. I used to spend hours in his office testing and debugging while he counselled me on how to become a programmer - a lost cause, of course.

NBA Live '95

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- Videogames
  • Friday, March 24 1995
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    1,680

format:
PC
studio:
EA Canada
dates:
02/95 - 03/95


When I started in QA, we immediately began testing this product. To maximize efficiency, someone had the brilliant idea to work 8 hour shifts. So two testing teams worked 8 hours on, 8 hours off for a couple weeks until we adopted a realistic schedule.

During this time, I was simply testing. That's finding bugs in software, for those of you who don't know. Find 'em, write 'em down, report 'em to the development team so they can fix the bugs. Then re-check to ensure they're fixed. It was fun back then.

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