Chapter 2
When to Start QA and The Early Advantage
Many teams treat QA like something that comes after development. Build the features first, polish later, and test at the end. That mindset guarantees stress. Testing early shouldn't be a luxury. The earlier you catch issues, the faster and cheaper they are to fix, and the more confidence you gain in every decision that follows.
Starting QA early doesn’t mean you need a separate department or full-time tester. It means including testing in your daily rhythm. Every prototype, every new system, every experiment deserves at least a light check before it grows roots. Waiting until the end is like building a house and only checking the foundation when the roof is done.
Why Early QA Changes Everything
Early QA reveals problems while they’re still small. It gives designers feedback before mechanics get locked in. It helps programmers validate logic before the project gets tangled. It turns QA from a safety net into a compass.
Small studios often underestimate how much clarity this brings. When you test features early, you find weak assumptions that are cheap to fix. You start noticing where controls feel inconsistent or where a new system clashes with older ones. You start making better design decisions without realizing it.
In teams where testing begins late, feedback comes in too slowly. Bugs discovered during alpha or beta often force design compromises or long refactors. The cost is not only technical, but emotional as well. People lose momentum fixing problems that could have been avoided with simple checks during prototyping.
The Early QA Mindset
Think of QA not as a department, but as a constant layer that runs in parallel with development. Even when the game is just a prototype or a blocky scene, testing should already be happening.
Here’s what early QA looks like in practice:
Prototype Testing:
Check whether basic inputs, camera behavior, and controls feel right. Don’t worry about polish. Focus on comfort and responsiveness.Feature Isolation Testing:
Every time you add a new system, test it independently before connecting it to the rest of the project. For example, test your inventory system in a blank scene before putting it into the main level.Performance Sampling:
Measure load times or frame consistency early. You don’t need full profiling tools. A quick “does this scene feel heavier than expected?” test can signal optimization needs before they stack up.User Flow Validation:
Even before the UI is final, test the flow. Do the buttons make sense? Does navigation feel natural? Does the player understand what to do next?
By introducing QA this early, you create a habit of awareness. Testing stops feeling like extra work and starts feeling like part of building.
Why Small Issues Become Big Problems
A bug caught in the first week of development can be fixed in minutes. The same bug found three months later can break save files, corrupt data, or require complex refactoring. When systems depend on each other, every issue multiplies.
Let’s take an example.
Imagine a platformer where jumping feels slightly delayed. Early on, you assume it’s a simple tweak, but no one logs it. Weeks later, that delay has influenced animation timing, enemy behavior, and level design. Now fixing it means touching half the game.
Early QA prevents these domino effects. It preserves the design's integrity and does not let you get swamped later on.
Common Excuses for Late QA
You’ll often hear phrases like:
“We’ll test everything once the features are complete.”
“QA slows down development.”
“We can’t afford to spend time on bugs right now.”
These excuses usually come from pressure and not logic. Testing doesn’t slow you down. It keeps you from stopping later. A five-minute check after every feature build might prevent a five-day delay after integration.
How to Start Early QA, Even Without a QA Team
If you don’t have a dedicated tester, the best approach is to make QA responsibilities part of everyone’s routine.
Create quick feedback loops
After every commit or feature merge, do a 10-minute smoke test. Open the game. Check if the main menu loads, the core loop works, and major inputs respond. These short loops catch 70% of problems early.Assign rotating testers
Each week, assign one team member to test someone else’s work. It keeps perspectives fresh and builds shared accountability.Keep a simple bug log
A shared Google Sheet is enough at this stage. Include columns for build version, issue, priority, and status. Use color codes to track what’s fixed. You’ll find a ready-to-use template referenced for this chapter.Tag “QA Required” in tasks
Add a simple label in your project board or task manager that marks when a feature needs validation. Never close a task without that check.Define a feedback window
At the end of each sprint, dedicate one session purely for testing. No fixes, no coding, just observing. It gives everyone a clear boundary between creation and verification.
The Testing Loops Concept
Instead of saving all testing for milestones, think in loops - small, continuous cycles of testing and improvement.
A short loop might look like this:
Implement a feature.
Test it for functionality and edge cases.
Fix what you find.
Move on once it’s stable.
This rhythm keeps the project moving without bottlenecks. It also makes testing less intimidating. Instead of hundreds of issues at the end, you deal with a few every day.
You’ll find a downloadable “Testing Loops Planner” that helps you map out these cycles for your project.
Why Early QA Improves Creativity
When developers know their work will be validated regularly, they experiment more confidently. They stop fearing mistakes because the process will catch them quickly.
Designers benefit too. Early QA provides feedback before features become expensive to change. It gives real data on what players feel, not just what the team assumes. Some of the most polished games I’ve worked on achieved that level of quality not because they had big QA budgets, but because they built testing into every decision from the start.
Mini Exercise
Take a whiteboard or an online board your team uses daily. Draw two columns: Before Alpha and After Alpha.
Now list everything you could test before alpha if you had just one extra hour each week. Maybe it’s basic UI responsiveness, level loading, or character movement feel.
Once you’ve listed them, pick one to start doing this week. Keep it small and consistent. The point is to make testing an automatic part of development.
Closing Thoughts
Early QA doesn’t mean overcomplicating your workflow. It means checking your direction before you start running. A 'testing' mindset can prevent months of rework later.
Testing early keeps creativity safe. It turns release week from panic into preparation. The more you build this habit, the more predictable your success becomes.