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Under the Hood:游戏内地图问答

原文:Under The Hood: In-Game Map QA · SCS Software 官方博客 · 2026-06-19
本文为逐段对照翻译:中文译文在上,其下方灰色区块为英文原文。文中图片已转存到本站。


打造《欧洲卡车模拟 2》与《美国卡车模拟》,是 SCS Software 众多才华横溢的团队通力协作的成果。地图设计师、美术、程序员等各方共同构建驾驶体验,而另有一支团队与他们并肩工作,确保在玩家上路之前,一切都完全按预期运行。

Creating Euro Truck Simulator 2 and American Truck Simulator is a collaborative effort involving many talented teams across SCS Software. While map designers, artists, programmers and more build the driving experience, another team works alongside them to ensure everything functions exactly as intended before players hit the road.

Under the Hood:游戏内地图问答

在这篇 Under the Hood 博客中,我们想向你介绍游戏内 QA 团队的两位成员——Ivan 和 David。我们问了他们日常工作的内容、测试如何融入开发流程、为什么质量保证远不只是“玩游戏”,以及更多问题!

In this Under the Hood blog, we'd like to introduce you to two members of our In-Game QA team, Ivan and David. We asked them about their day to day work, how testing fits into the development process, why quality assurance is about much more than simply playing the game and more!

David ——《美国卡车模拟》地图 QA 负责人

David - ATS Map QA Lead

David,《美国卡车模拟》地图 QA 负责人

“各位卡车司机朋友,你们好!我叫 David,今年 28 岁。我 20 岁那年以初级测试员的身份加入 SCS,当时是整个公司最年轻的员工。如今,我是《美国卡车模拟》地图测试的 QA 负责人。这意味着我要组织和监督所有 ATS 地图 DLC 的测试,与地图设计团队的负责人沟通,解决我们遇到的最复杂的问题和 bug,并在团队需要帮助时随时在场。这些年里,我看着 SCS Software 从约 100 名员工成长为超过 400 人的公司。我入职时,我们正在做俄勒冈 DLC;看着我们的开发与测试流程随着游戏世界一同扩张、不断演进完善,实在令人惊叹。”

"Hey, fellow truckers! My name is David, and I'm 28 years old. I joined SCS as a junior tester when I was just 20, and at the time, I was the youngest employee in the entire company. Today, I'm the QA Lead for ATS map testing. That means I organize and oversee the testing of all ATS map DLCs, communicate with the leads of our map design teams, solve the most complex issues and bugs we encounter, and simply be there for my team whenever they need help. Over the years, I've seen SCS Software grow from a team of around 100 employees into a company of more than 400. When I joined, we were working on the Oregon DLC, and it has been incredible to see how our development and testing processes have evolved and improved alongside our expanding game worlds."

Ivan —— 世界地图设计 QA 负责人

Ivan - World Map Design QA Lead

Ivan,世界地图设计 QA 负责人

“大家好!我叫 Ivan,在 SCS Software 已经工作六年多一点。我最初也是初级测试员,但很快就承担起监督《欧洲卡车模拟 2》地图测试的责任。如今,我的职位是世界地图设计 QA 负责人,管理整个地图测试团队,目前有 20 人。我们共同负责《美国卡车模拟》和《欧洲卡车模拟 2》的测试。我的同事 Davincillo 负责 ATS 的日常管理,而这些年我的主要精力一直放在 ETS2 上。”

"Hi everyone! My name is Ivan, and I've been with SCS Software for a little over six years. I started out as a junior tester, but soon after, I took on the responsibility of overseeing map testing for Euro Truck Simulator 2. Today, my role is World Map Design QA Lead, and I manage our entire map testing team, which currently consists of 20 people. Together, we oversee testing for both American Truck Simulator and Euro Truck Simulator 2. While my colleague Davincillo handles the day to day management of ATS, my main focus over the years has remained on ETS2."

很多人听到“游戏测试”,往往会以为你们就是整天玩游戏。现实差别有多大?

When people hear "game testing" they often imagine that you simply get to play games all day. How different is the reality?

“地图测试绝对不是整天玩游戏,那是个典型的误解。‘玩’的成分当然有它的一席之地,但真正发生的时候,也只是测试流程的最后阶段。现实要讲究方法得多:我们会花上几个小时、甚至几天,只测地图上某个特定的部分。同一条路段我们会反复开过多次,每一趟检查的内容都完全不同,同时还会切换不同的摄像机视角和调试工具。”

"Map testing is definitely not just playing the game all day. That's a classic myth. While the 'playing' aspect certainly has its place, it really only happens during the final stages of our testing process. The reality is far more methodical. We spend hours, or even days, testing one specific part of the map. We drive through the same stretch of road multiple times, checking completely different things on each pass while using different camera views and debug tools.

“光会玩游戏,不足以成为一名好的测试员。你需要一套特定的技能:注重细节、具备逻辑与分析的思维、对游戏行业标准有良好理解,以及让别人玩得更开心的热情。沟通能力同样至关重要,因为找到 bug 只是工作的一半,另一半是让对的人理解这个问题。归根结底,一名好的测试员应该为开发者节省时间。与其只报告‘有东西出问题了’,一份合格的报告会说明问题是什么、如何复现、原因何在,以及可能怎么修复。”

Simply playing the game is not enough to be a good tester. There is a specific skill set you need, these include attention to detail, a logical and analytical mindset, a good understanding of game industry standards, and a passion for making games more enjoyable for others. Communication skills are also vital because finding a bug is only half of the job. The other half is making sure the right people understand the issue. Ultimately, a good tester should save developers time. Instead of simply reporting that 'something is wrong,' a proper report explains the issue, how to reproduce it, what causes it, and potentially how it could be fixed."

游戏内地图测试

作为一名 QA 负责人,典型的一天是什么样的?

What does a typical day look like for a QA Lead?

“每天都略有不同,但大体上是会议、协调与监督的混合。我的大部分时间用在分配工作、跟踪测试进度、审阅上报的 bug,以及定期与开发者同步。有些日子比较平静,专注于规划;另一些日子则全是在处理突发而紧急的问题。这份工作的很大一部分是紧密配合团队,讨论我们发现的 bug,找出最佳处理方式,并一起决定什么最需要优先处理。”

"Every day is a little different, but it generally consists of a mix of meetings, coordination, and oversight. Most of my time is spent assigning work, tracking testing progress, reviewing reported bugs, and regularly syncing with developers. Some days are calm and focused on planning, while others are all about solving unexpected, fast-moving issues. A large part of the job involves working closely with the team, discussing the bugs we find, figuring out the best approach, and deciding together what needs the most urgent attention."

在测试游戏时,你们团队最关注的主要是哪些方面?

What are some of the main things your teams are looking for when testing the game?

“这在很大程度上取决于制作阶段。早期阶段,我们主要关注路网本身、它的布局,以及确保行驶顺畅。这个阶段还有很大一部分工作是检查经济系统的功能,核实加油站、公司和卡车经销商等游戏元素的放置。进入后期阶段,我们的重点转向 AI 在路网中的行驶能力,同时还有画面打磨、标志牌是否正确以及核心玩法。也正是在这个时候,我们会检查不同区域的性能,找出并修复任何严重的帧率下降问题。”

"It heavily depends on the stage of production. In the early stages, we focus mostly on the road network itself, its layout, and ensuring the drive is smooth. A big part of this phase is also checking the functionality of the economy and verifying the placement of game elements such as gas stations, companies, and truck dealers. In the later stages, our focus shifts to the AI's ability to navigate the road network, alongside visual polish, correct signage, and core gameplay. This is also when we examine performance across different areas to identify and fix any problematic frame rate drops.

“总的来说,我们关注与地图相关的几乎一切。这包括道路布局与碰撞、任务经济、加油站分布、休息区与服务点、UI 地图及其图标、方向阻挡、道路标线、交通标志、限速、红绿灯、导航与语音提示、车库过场动画、AI 行驶轨迹、触发器、品质一致性、场景逻辑、地形、植被、世界与国界、资产碰撞、地形缝隙、悬浮物体、性能吃重的区域、环境音效等等!”

Broadly speaking, we focus on almost everything related to the map. That includes road layouts and collisions, the job economy, gas station distribution, sleep areas and service locations, the UI map and its icons, direction blockers, road markings, traffic signs, speed limits, traffic lights, navigation and voice guidance, garage cutscenes, AI trajectories, triggers, quality consistency, scene logic, terrain, vegetation, world and country borders, asset collisions, gaps in terrain, floating objects, performance-heavy locations, environmental sounds and more!"

地图测试场景

在 QA 工作中,你最喜欢的是什么?

What do you enjoy most about working in QA?

“对很多人来说,做游戏测试员是梦想中的工作,而在很多方面,它确实如此。知道自己是保护玩家沉浸感的安全网、在帮助让游戏对所有人变得更好,这种感受非常有成就感。看着一个混乱、满是问题的构建版本逐渐变成一个数百万人都会乐于驰骋其间的精致世界,那种满足感难以言喻。”

"Being a game tester is a dream job for many people, and in many ways, it really is. There is an incredibly rewarding feeling in knowing that you're the safety net protecting the player's immersion and helping make the game better for everyone. It's deeply satisfying to watch a messy, broken build gradually turn into a polished world that millions of people will enjoy driving through.

“当一个新的 DLC 发布,你看到玩家在讨论路面开起来多么顺滑、风景多么漂亮、一切运行得多么流畅时,那种感觉棒极了。你可以看着这些评论想:‘没错,我的团队也参与了它的打造。’”

When a new DLC is released and you see players talking about how smooth the roads feel, how great the scenery looks, or how well everything runs, it's a fantastic feeling. You can look at that and think, 'Yeah, my team helped build that.'"

当一个新的地图 DLC 或重大更新进入测试阶段,你们如何从头到尾推进这样庞大的项目?

When a new map DLC or major update enters testing, how do you approach such a large project from start to finish?

“QA 流程往往在制作开始之前就已启动。我们会对概念给出早期反馈,以便在开发启动前避开已知问题。制作一旦开始,我们采用敏捷测试方式,在整个开发过程中经过多轮迭代,而不是等到最后才交出一份庞大的问题清单。”

"The QA process often begins before production even starts. We provide early feedback on concepts to avoid known issues before development kicks off. Once production begins, we use an agile testing approach, working through multiple iterations throughout development rather than waiting until the very end to deliver one massive list of issues.

“我们系统化的测试流程分为四个迭代和一次经济测试。第一个迭代完全聚焦道路布局,确保道路、转弯和坡道即使挂上最长的拖挂、用上动力最弱的发动机也能安全通行。经济测试则核实公司能否正确生成任务、城市能否提供足够丰富的目的地。随着开发推进,后续迭代转向视觉品质、玩法一致性和整体打磨。”

Our systematic testing process is divided into four iterations and an economy test. The first iteration focuses entirely on road layouts, ensuring roads, turns, and slopes are safely drivable, even with the longest trailers and low-power engines. The economy test then verifies that companies generate jobs correctly and that cities provide a healthy variety of destinations. As development progresses, later iterations shift towards visual quality, gameplay consistency, and overall polish.

“为了让测试可控,我们把每个项目拆分成更小的区块,有时会产生几十甚至上百个单独的任务,分别覆盖特定的道路和城市。这些任务在整个开发过程中被持续跟踪,让我们能在不同阶段重回同一片区域。我们使用地图、检查清单、内部工具和 bug 跟踪系统,确保每一平方英里都被覆盖;同时我们也会鼓励测试员自由探索,因为意外的问题常常出现在谁也想不到要去看的地方。”

To make testing manageable, we divide each project into smaller sections, sometimes resulting in dozens or even hundreds of individual tasks covering specific roads and cities. These are tracked throughout development, allowing us to revisit the same areas at different stages. We use maps, checklists, internal tools, and bug-tracking systems to ensure every square mile is covered, while also encouraging testers to explore freely because unexpected issues are often found where nobody would think to look."

地图测试中的道路检查

很多玩家只看到成品。一个地图扩展、更新或功能在发布前,大致需要投入多少测试?这是否会因测试对象不同而有所差别?

Many players only see the finished product. Roughly how much testing goes into a map expansion, update, or feature before release? Does it differ depending on what needs testing?

“测试量非常庞大,而且因项目而异。较小的项目,比如活动地图,几天之内就能充分测试完。而像 Nordic Horizons 扩展这样的大项目,在准备好发布之前需要数千小时的严格测试。”

"There is a massive amount of testing involved, and it differs greatly depending on the project. Smaller projects, such as special event maps, can be thoroughly tested in just a few days. On the other hand, a huge project like the Nordic Horizons expansion takes thousands of hours of rigorous testing before it is ready for release.

“每一条道路、每一座城市、每一家公司、每一个加油站、每一处休息区、每一个收费站和每一班渡轮,都至少要被测试四遍,而且每次由不同的测试员进行。为了让你们对规模有个概念:我们的 Mantis bug 跟踪系统为伊利诺伊 DLC 记录了 6,849 份报告,而南达科他截至目前已产生 6,318 份报告。这些报告涵盖从几乎不可能被发现的地形小洞,到可能导致游戏崩溃的严重 bug。每一份报告都会被分配优先级和严重程度,以便最严重的问题优先得到处理。”

Every single road, city, company, gas station, sleep area, tollgate, and ferry is tested at least four times, with a different tester each time. To give some insight into the scale, our Mantis bug tracker recorded 6,849 reports for the Illinois DLC, while South Dakota has generated 6,318 reports so far. These reports range from tiny holes in the terrain that are almost impossible to notice to major bugs that can cause the game to crash. Every report is assigned a priority and severity level so that the most serious issues are addressed first."

地图扩展测试

在整个开发过程中,QA 团队与地图设计师、程序员、美术以及其他部门的协作有多紧密?

How closely do QA teams work with map designers, programmers, artists, and other departments throughout development?

“我们跨部门合作非常紧密,因为测试贯穿整个开发周期。作为地图 QA,我们与地图设计和美术团队的合作最为密切。虽然日常沟通大部分通过 Mantis bug 跟踪系统中的报告进行,但当某个问题足够重要时,我们也会通过内部聊天系统的私信积极讨论,并安排直接会议。我们与程序部门的互动大多按需进行,通常是在出现涉及 AI 行为异常的问题,或者全新的代码功能要直接实装到地图中时。”

"We work very closely across departments because testing is integrated throughout the entire development cycle. As map QA, we collaborate most closely with the map design and art teams. While the majority of our day-to-day communication happens through reports in the Mantis bug tracker, we also actively discuss issues through private messages on our internal chat system, and arrange direct meetings whenever an issue is important enough. Our interaction with the programming department is mostly on a need-to-know basis, usually when there is an issue involving erratic AI behaviour or when a brand-new code feature is being implemented directly into the map."

有哪些工具或方法能帮助你们高效地跟踪、复现和上报问题?

What tools or methods help you track, reproduce, and report issues efficiently?

“我们依赖多个相互连接的内网系统,来跟踪单个 bug 以及 DLC 的整体进度。我们有一套专门的内部报告工具,测试员可以直接从游戏中或地图编辑器里把 bug 提交到我们的中央 bug 跟踪数据库。几分钟之内,报告就会出现,甚至能直接在地图编辑器内查看。这让地图设计师能在自己正在工作的场景中立刻看到确切的问题,从而更高效地解决,在整个开发过程中节省大量时间。”

"We rely on several internal systems that are connected to one another to track individual bugs and the overall progress of a DLC. We use a specialised internal reporting tool that allows a tester to submit a bug directly from the game or the map editor into our central bug-tracking database. Within a few minutes, the report appears and can even be viewed directly inside the map editor itself. This allows map designers to immediately see the exact issue within their active workspace and resolve it much more efficiently, saving a significant amount of time throughout development."

内部 bug 跟踪工具

如果有一件事你希望人们更好地理解 QA 以及你们团队所做的工作,那会是什么?

If there's one thing you'd like for people to better understand about QA and the work your teams do, what would it be?

“我们希望玩家明白,地图测试是一项高度专业、技术性很强的工作,而不只是开着车四处看看风景,或是偶然撞见一棵悬浮的树。现实中,一名好的测试员一半是侦探,一半是数据分析师。如果我们在高速公路上遇到一处奇怪的物理起伏,或者看到 AI 车流在环岛处堆积,我们不会只上报完就走。我们必须弄清楚它究竟为什么会发生。把路上出问题的地方,转化为开发者能轻松理解和修复的、可执行的结构化信息,需要时间、耐心,以及对这款游戏的深入理解。”

"We'd like players to understand that map testing is a highly skilled, technical job, not simply driving around looking at the scenery or casually stumbling across a floating tree. In reality, a good tester is part detective and part data analyst. If we come across a strange physics bump on a highway or see AI traffic piling up at a roundabout, we don't just report it and move on. We have to understand exactly why it's happening. Translating what is broken on the road into actionable, structured information that our developers can easily understand and fix takes time, patience, and deep knowledge of the game."

在 QA 工作中,你认为哪一方面最会让玩家感到意外?

What is one aspect of QA work that you think players would be most surprised to learn about?

“玩家大概会惊讶于,要成为一名好的测试员,你需要对游戏和现实世界的基础设施了解这么多。我们团队必须对复杂的内部游戏规则、现实中的交通法规,以及不同国家的区域布局标准保持扎实的理解。”

"Players would probably be surprised by just how much knowledge about the game and real-world infrastructure you need to become a good tester. Our team has to maintain a solid understanding of complex internal game rules, real-world traffic laws, and regional layout standards across different countries.

“这有点像拥有一辆卡车、会开卡车的人,与能把整台发动机拆下来、一件件分解、再重新组装回去的机械师之间的区别。要成为一名技术高超的地图测试员可能需要数年时间,许多测试员因为长期在幕后与某些特定系统打交道,自然而然就成了这些领域的专家。”

It's similar to the difference between someone who owns a truck and knows how to drive it and a mechanic who can remove the entire engine, take it apart piece by piece, and put it back together again. Becoming a highly skilled map tester can take years, and many testers naturally become specialists in certain areas of the game because they spend so much time working with those specific systems behind the scenes."

地图测试与真实路网知识

在 SCS Software 期间,你们遇到过特别难忘、离奇或有趣的 bug 吗?

Have you encountered any particularly memorable, unusual, or funny bugs during your time at SCS Software?

Ivan:“当然。模拟器的物理引擎极其复杂,一旦出问题,就会出得特别搞笑。看着一辆 AI 车辆被弹射到太空里,这种场面永远看不腻。有时候,我们的地图设计师还会在开发过程中留下一些富有创意的小惊喜或玩笑,不过我们始终会确保它们不会进入游戏的正式版本。”

Ivan: "Absolutely. Simulators have incredibly complex physics engines, and when things go wrong, they go wrong hilariously. It never gets old seeing an AI vehicle catapulted straight into space. Sometimes, our map designers also leave creative little surprises or jokes for us to discover during development, although we always make sure they don't make it into the live version of the game.

David:“有一次难忘的经历,是我在一个公司货场停车。我听到远处传来火车鸣笛,声音越来越大,直到突然就在我旁边。唯一的问题是,那里根本没有火车,甚至连铁轨都不在附近。片刻之后,有个看不见的东西撞上了我的卡车,把它弹飞到了货场另一头。有那么几秒钟,我真的以为自己发现了一个闹鬼的公司货场。”

David: "One memorable moment happened while I was parking at a company prefab. I heard a train horn somewhere in the distance, and the sound kept getting louder until suddenly it was right next to me. The only problem was that there was no train there, and there weren't even any railway tracks nearby. A moment later, something invisible hit my truck and launched it all the way across the company. For a few seconds, I genuinely thought I had discovered a haunted company prefab."

在帮助改进游戏方面,来自社区的 bug 报告和反馈有多大价值?

How valuable are bug reports and feedback from the community when helping improve the game?

“社区反馈对我们极其宝贵。虽然我们的内部 QA 流程很严谨,但总会有问题被漏掉,而玩家能帮我们抓住那些我们可能忽略的细节或不一致之处。社区反馈尤其有用的地方在于玩家提供的上下文。很多人对我们还原的现实地点非常熟悉,因此能迅速指出那些我们本来很难察觉的偏差。他们还会遇到各种各样的玩法情境,这有助于暴露出在内部难以复现的边缘情况。”

"Community feedback is extremely valuable to us. While our internal QA process is thorough, there are always issues that slip through, and players help us catch them by spotting details or inconsistencies that we might miss. What makes community feedback especially useful is the context players provide. Many are very familiar with the real-world locations we recreate, so they can quickly point out inaccuracies that would otherwise be difficult for us to notice. They also encounter a huge variety of gameplay situations, which helps surface edge cases that are hard to reproduce internally.

“在很多情况下,一份写得清楚的社区报告能为我们省下数小时的排查,因为玩家会提供截图、视频、日志、存档,以及清晰的复现步骤。”

"In many cases, a well written report from the community can save us hours of investigation because players provide screenshots, videos, logs, save files, and clear reproduction steps."

社区反馈与 bug 报告

社区反馈与 bug 报告

你有什么想对我们的社区说的吗?

Do you have a message for our community?

“衷心感谢你们的支持、反馈,以及多年来与我们同行。能参与一款玩家和制作者一样在乎这个世界的游戏,感觉非常美妙。你们的专注推动着工作室里的每一个人,在每一个新的州、新的国家和新功能上不断抬高标杆。祝旅途平安,我们路上见!”

"A huge thank you for your support, feedback, and for riding along with us for so many years. It's an amazing feeling to work on a game where the players care just as much about the world as the people who build it. Your dedication pushes everyone at the studio to keep raising the bar with every new state, country, and feature. Safe travels, and we'll see you out on the road!"

我们要感谢 David 和 Ivan 在百忙之中抽出时间,与我们聊聊他们在 QA 中的角色,以及团队如何在我们把卡车模拟作品带给玩家的过程中发挥如此不可或缺的作用。希望你对幕后的这些工作多了一些了解。如果你喜欢这一期 Under the Hood,别忘了在下方评论区或我们的社交媒体渠道给他们留言。下次见,继续卡车人生!

We'd like to thank both David and Ivan for taking the time out of their busy days to chat with us about their roles in QA and how the team plays such an integral part in bringing our truck simulator titles to life. We hope you've learned a little more about the work that goes on behind the scenes. If you enjoyed this edition of Under the Hood, be sure to leave them a message in the comments below or on our social media channels. Until next time, keep on truckin'!

原文版权归 SCS Software 所有,本文为中文对照翻译,仅供学习交流。原文链接:blog.scssoft.com

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