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BUG CLASSIFICATION Depending on the project different scopes may be used to categorize, filter and assign the

bugs to correctors. The most commonly used categories are:


Animation: these bugs occur Audio: any problems related to the Controls: the "controls" are all the Graphics: includes bugs that occur Exploit: the abuse of game systems
whenever part of an animation is application’s music, sound effects physical actions the user has to whenever there is distortion or an or systems related to the game
not consistent with the entirety of or dialogues are classified as an accomplish to trigger an error in the way a graphical (online connectivity) to obtain an
the animation sequence or "audio" bug. Missing application action; this category element is rendered on screen, unfair advantage compared
whenever no animation or the Sounds, corrupted sounds, music includes any problem related to the whenever a graphical element is to other players, or to bypass
incorrect animation is played (ex. a or sound distortion, music or application’s control mechanics and missing or whenever an element sections of the game completely (
“running” animation is played sound volume variations are all scheme (ex. the play button cannot does not fit in the screen ex. the user can shoot the boss
when the character is not problems related to the be selected with the dimensions ( ex. low resolution during the intro movie,
moving) Application’s audio component (ex. mouse) assets, textures that disappear immediately completing the level)
The sfxs for explosions are missing) when moving away from them)

Crash/Could not continue: special Legal: issue which, if discovered Level Design: applies to bugs Menus: problems concerning the Monetization: issue which could
category in which all issues that has legal implications for the concerning a level’s layout, title’s menus and submenus, their affect the monetization aspect of
prevent the user from playing are company (ex. Copyright assets, objective, goal or quest related availability, design, display and the product (ex. completing the
placed (ex. the title crashes brand names or logos) (ex. a Nike issues and other issues strictly functionality ( ex. the Credits Halloween special level awards the
when booted in Japanese) logo is present on one of the related to how the level is built (ex. button has no functionality) user 1000 gems instead of 1 gem)
) background buildings) the level is not marked as complete
when fulfilling the objective)

Performance: issues related to the Programming: relates to the code Save/Load: relates to the way the Settings: issues related to the way Text: refers to issues related to the
frame rate of the title tested (or that powers the application, its application saves and loads the the settings affect the title and texts displayed throughout the
FPS) (ex. low FPS when Credits are stability and capacity to produce its user’s progress, scores and settings their functionality (ex. when setting application (ex. missing,
playing) desired effect ( ex. the (ex. the user’s settings are audio to 0 music can still untranslated, illegible, unaligned,
game crashes when pressing X and not saved when exiting the game; be heard) misspelled texts) (ex. all main
Y at the same time; weapon Z the user’s high score resets when menu texts exit the designed box)
deals area damage instead of he restarts a level)
single target)

An issue can fall into multiple scopes categories and all scopes should be stated as much as possible. Leaving aside their importance in the bug
assignation process, the scopes help running queries in the bug database to easily filter issues for reports or to ma ke sure that the same issue is
not already submitted in the database.
Collision The Player character has poor collision with parts Gameplay The designed gameplay for the user (for example, a building creates a
Short Terminology of the environment/assets. This includes invisible
walls blocking the character.
different unit than ordered).

HUD (Heads-Up In-game information areas that displays vital gameplay information
AI (Artificial The artificial intelligence or computer-controlled opponents/NPCs. Combat/Ability All player’s and NPCs’ animations during combat or when Display) for the user (i.e. resources bar).
Intelligence) animation using abilities.

AI Path The route that the AI/NPCs are following in gameplay. Controls The way the user's input (from a keyboard, mouse or Icon Only item icons; all the issues related to item icons should have this
Routing controller) controls the menu or gameplay actions. specific subtype added to the title.

Animation All the player's, the NPCs' and the assets movement and action Crash The software client closes suddenly or after a freeze. Inconsistency A minor deviation from the intended design of the game.
animation in-game. This also includes the combat animation and
Draw Distance Parts of the environment, textures, assets, are not visible
abilities animation.
all the times, or are not visible at all. Incorrect Parts of the environment, assets or textures that are not as expected
Art Environment art, character art, assets art, NPCs art. texture/asset (i.e. color, shape, pattern).
Framerate The rate at which the client renders the game.
Assert Error Typically, an error line prompted by an action. Legal (Licensing) Any legal, brand, or licensing issues.
Freeze The rate at which the client renders the game.
Camera All camera issues that obstruct the user's point of view or brings Level Art (LA) Everything that has to do with textures in a level - presence of
Functionality Menus or any other function of the software in and out of textures, if they are aligned, if they have color, shape, etc.
the camera through unintended areas (i.e.1st person camera,
the gameplay (ex. user interreacts with the door and door
3rd person camera).
is not opening). Level Design (LD) Environment design/game mapping; the way a level is designed,
Clipping Two or more textures/assets are poorly aligned. Usually this layout of the large scale features of the map, environmental
appears when textures/assets are placed too close to each other Placeholder A texture/asset of a certain color (usually purple, green, or conditions (rain, fog, sun, moon, day, night, etc), scoring system, time
and pass through each other. checkered) used or included temporarily or as a substitute limits, resources, specific area behavior (for example water travelling,
for something that has not been fully implemented yet. or resource harvesting), non-static parts of the level (buttons, doors,
Consistency/ The degree (or absence) of uniformity, standardization, and Can be used in relation with all game aspects (i.e. interactable objects, hidden passages, etc), scripted events, missions,
inconsistency freedom of contradiction among parts of a component or system. placeholder cutscene, placeholder text, placeholder objectives, rewards, cut scenes, etc.
asset).
Lighting All the lighting issues found in game. This can be related to the Rooming Parts of the environment, textures, assets appear and disappear when
aspect of the respective light (not the appropriate color, shape in Rendering Parts of the environment, textures, assets appear and the camera is moved around (this is caused most of the times by the
accordance with the environment, position), the shadows in-game disappear when the camera is moved around (this is textures/assets not being rendered from all the angle, or by the
(shape, size, position) or the source of the light (missing, caused most of the times by the textures/assets not being camera's collision with the environment)
misplaced). rendered from all the angle, or by the camera's collision
with the environment). Seam The textures are not fully aligned, leaving a visible gap between them.
In order for it to be considered a seam, the gap should be narrow
LoD (Level of The level of detail of some textures/assets suddenly changes as the Some textures have a lower resolution comparative with (usually the seams in-game appear as dotted white lines, or very slim
Detail) player character approaches or moves away from the respective Low res texture the rest of the textures in-game. Not to be confused with white lines).
texture/asset. This means that the texture, asset do not disappear, LoD (Level of Detail).
they just change their aspect when the player reaches a certain SFX/Sound/Audio Missing or incorrect sound effects, volume changes or inconsistencies,
UI (User All user interface issues (ex. map, ammo capacity ). looping effects.
distance from them.
Interface)
Misplaced The texture's/asset's position/placement (i.e. floating issues, or large
Low res Some textures have a lower resolution comparative with the rest of Skinning Static textures are stretched giving the appearance of texture/asset gaps).
texture the textures in-game. Not to be confused with LoD (Level of Detail). elongated parts of the environment (textures, assets) or
issues related to the player character (worn items, parts of
the body, customization). Missing texture/asset Parts of the environment, assets or textures are missing (are not
Mapping Discrepancies between map and mini-map, name of the map and visible).
in-game map name.
Text Misspelled, missing or incorrect text. Generally defined as any auxiliary device such as a mouse, keyboard,
Peripheral or controller that connects to and works with the computer/console in
VFX The visual effects of the elements found in the environment, some way.
as well as those that are directly linked to the player’s and
NPCs’ actions (abilities, movement specific features). Truncation Text that extends out of its text box and punctuation. Z-Fighting Two or more textures are "fighting" for the upper position, resulting in
a "flickering" that appears on textures' surfaces.

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