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[ about | the team | Mark Baldwin ]

 
Senior Quality Assurance
 
Mark Baldwin is a keen Playtester. If you've ever wondered what it's like to playtest Worms, then read on. Like Mark says it's not all fun and games, a lot of hard work and dedication is required if it is to be flawless. But at the end of the day, it's Worms! What can be more fun?
 
Describe a day in the life of a Playtester.
Not all fun and games, depends on the project. Usually starts with checking with producers/ programmers as to latest versions etc. and what has been fixed or changed in the latest build. We then usually test these aspects first before moving on to other parts of the project. Generally just looking for things that stand out as wrong, this usually involves playing the game in a way you would not normally play a game. For example in a car racing game, driving on purpose the wrong way and crashing into everything, just in case it causes problems. As things are found, these are detailed for the programmer, giving as much detail possible so that the programmer can fix the problems.
 
What was it like playtesting Worms Armageddon?
An absolute nightmare!! Seriously though, there was so much to test, so many options and so many variations, it was very hard work. Although we were working very closely with in-house programmers, who were excellent to work with.
 
What games have you playtested and which game did you enjoy testing most?
I have tested IFL, Addiction Pinball, Nightlong, Arcade Pool 2, Worms 2 and Worms Armageddon. From a testing point of view, Nightlong was the best because it was fairly limited in what the user could do, ensuring that there were practically no problems with the product at all, which is quite satisfying. But the Worms games were the most fun to do, especially network games.
 
What makes this the best Worms game ever?
First the graphics are fantastic, high resolution and a lot sharper, then we have all the new weapons and all the little niggly things from Worms 2 which have gone into making Worms Armageddon a much better gaming experience. You just have to compare the quality of the missions from Worms 2 to Worms Armageddon. Top marks to our games designers.
 
Got any good tips?
Yeah, don't eat greasy food, especially if you have an office job. In Network games always go for something really flashy, when it comes off it looks cool, if it doesn't you get respect for trying it. Something really cool is to use the Super Sheep, get it over the Worm you want to kill and sent it straight upward until time nearly runs out, then drop it!! Looks really cool as does bazooka from a parachute!
 
What do you think to the state of the games industry these days?
Although there is not too much originality these days, the games industry is in very good nick, if you look at the potential of future machines, your imagination has no limit, so why should our games be limited? Very soon we shall see games move onto the next generation, we just need those creative minds and we have plenty out there, just look at all the suggestions we had from people for Worms.
 
What do you get up to in your spare time?
Would you believe, playing computer games!! I am also a very keen footballer, just ask work colleagues what keen means, I also love being very sociable down the local pub, when not playing football, watching football is nearly as good.
 

 
[ about | the team ]
Since the release of the original Worms, the game has grown and the number of people who've contributed to the game has also grown. As with all Team17 games, Worms Armageddon was a team effort. We've managed to track down some of the team to ask them what makes this the best Worms game ever. Just click their names to read their interviews.
 
Producer [ Martyn Brown ]
 
Assistant Producer Craig Jones
 
Design John Eggett
Porl Dunstan
 
Artists [ Jan Ruud ]
Mission Graphics
[ Rico Holmes ]
Additional Graphics
[ Paul Robinson ]
Additional Graphics
 
Danny Cartwright
Tony Senghore
 
Programmers [ Colin Surridge ]
Menu System
[ Phil Carlisle ]
Network & Additional Programming
[ Rob Hill ]
DX Interface Implementation/Code Support
[ Martin Randall ]
DX Interface Implementation/Installer
 
Karl Morton
 
Sound and Music [ Bjorn Lynne ]
Matinee Studios
 
Web Design Paul James
Guy Palmer
 
Quality Assurance [ Paul Field ]
Kelvin Aston
[ Mark Baldwin ]
[ Grant Towell ]
[ Andy Aveyard ]
Brian Fitzpatrick
[ Paul Webb ]
[ Kevin Carthew ]
 
Localisation Paul Sharp
 
Original Concept [ Andy Davidson ]
 

 
 
 
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