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July 16, 2020
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Mike Burghart's Blog   Expert Blogs


For more than 17 years, Mike Burghart has worked at transmedia companies with responsibilities ranging from operations to strategic planning and implementation. Stepping away from production positions in the television, magazine and web industries, he focused exclusively on game development, testing, and support at Blizzard Entertainment.

Mike then moved to Zynga, the industry leader in game content and play monetization. With expertise in epic game design, production, outsourced resource management, content monetization, and operations, Mike moved onto working with smaller studios in the hope of having dramatic impact on process improvement through iteration.

After working on several titles with 6 FOOT and Psyonix, learning hard lessons, best practices and vision creation/sharing, Mike is ready to build a studio, launching quality-driven products for entertainment enthusiasts based on an established cross-media IP. He has been fortunate to work with some of the most groundbreaking talent in the industry, including people who have spun off to build and maintain additional AAA titles at various studios.

Mike is credited on several AAA titles:
• World of Warcraft: The Burning Crusade
• World of Warcraft: Wrath of the Lich King
• World of Warcraft: Cataclysm
• World of Warcraft: Mists of Pandaria
• StarCraft 2: Wings of Liberty
• StarCraft 2: Heart of the Swarm
• Diablo 3: Reaper of Souls
• Disney Infinity 3.0
• Bioshock Compilation

Successful Indie titles:
• Hearthstone
• RiME
• Dreadnought
• Rocket League

And web/mobile titles:
• FarmVille 2
• FarmVille 3 (unannounced)
• Zynga Ad Platform

CSM, CSPO, ISTQB Foundation



Expert Blogs

Posted by Mike Burghart on Wed, 01 May 2019 05:30:00 EDT in Business/Marketing, Production, Console/PC, Serious, Social/Online, VR
Customer Support, Quality Assurance and Community can work together with the right tools to provide a customer-centric approach to live support. Yes, it works for GaaS and unique titles supporting ongoing DLCs. This model can work without a PTR.

Posted by Mike Burghart on Tue, 12 Apr 2016 02:03:00 EDT in Production, Console/PC
This is the final installment of the the Evolving Test in the Game Industry series.

Posted by Mike Burghart on Mon, 20 Jul 2015 02:30:00 EDT in Serious
Culture Fit: some things to consider before applying for a Game Industry job

Posted by Mike Burghart on Tue, 12 Aug 2014 09:41:00 EDT in Programming, Production, Console/PC, Serious, Social/Online
The second installment of Evolving Test in the Video Game Industry. This article focuses primarily on the move from a Waterfall to an Agile production methodology and how to adjust your test teams to meet this new paradigm.

Posted by Mike Burghart on Thu, 26 Jun 2014 08:50:00 EDT in Design, Production, Console/PC
Traditionally, video game studios have limited testing to black box at the end of the pipeline. To stay competitive in a marketplace dominated by Agile methodologies and faster content releases we must revisit test's role in the process.

Mike Burghart's Comments

Comment In: [Blog - 06/26/2014 - 08:50]

Your point is well-taken Terry ...

Your point is well-taken Terry as is David 's. One of the biggest obstacles we face in evolving test is the perception of QA as an unskilled entry-level position. Game testers work long hours with little real impact on the playability of a game. Checklists for regression testing and often ...