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Bug Fixing

Next comes the wonderful world of bug fixing. Think your geometry and collision were perfect? Think again. I will admit that the artist typically has fewer bugs to deal with than the programmers (who, in part, have more bugs to dispatch because of something we as artists did), but your list of bugs can seem overwhelming.

By this time, you could personally have hundreds of bugs that are assigned to you. This means you are fully responsible for fixing them. (We’ll discuss some examples in the following sections.) To reach Alpha, many teams insist that there be no “A” bugs in the database. The term differs from company to company, but usually “A” bugs are the ones that crash or break the game and are considered the most serious. Depending on the classification system, you might encounter a system consisting of A, B, C, and D bugs, along with priority numbers associated with them. For example, the most serious bugs would be A-1. The least serious (like a slightly blurry texture off in the distance that most players will never notice) would be a D-4 bug.


  

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