Skills

What I testand how

Five areas, one tester. Five years of QA on console and PC, from the first test plan to the shipped build.

  1. Functional testing
  2. Platforms and stores
  3. Performance and stress
  4. Playtesting and UX
  5. Bug reporting

Level 2 · The five

Five areas

Each one learned on a shipped game, and used on every build since.

  1. Functional testing

    I play every path a player can take and log what breaks, where, and how to reproduce it. A new feature gets a test plan before the build lands, and every later build gets a regression pass against it.

    In practice

    • Test plans the team can read
    • Regression passes on every build
    • Build acceptance before a milestone
  2. Platforms and stores

    The same build on Nintendo Switch, Switch 2, Xbox and PS5, and on PC against the rules of Steam, Epic Games Store and GOG. I check what each platform and store requires before submission, so the submission is not the first time anyone looks.

    In practice

    • Platform requirement checks
    • Store rule checks
    • One report per platform build
  3. Performance and stress

    I profile frame rate, memory and load times on low spec and recommended spec rigs with Unreal Engine tools and long sessions, then report exactly what gave and where.

    In practice

    • Unreal Engine profiling
    • Low and recommended spec rigs
    • Long session and soak tests
  4. Playtesting and UX

    I play as players do and report where they got lost, bored or stuck: onboarding, difficulty, readability, the first ten minutes.

    In practice

    • Onboarding notes
    • Difficulty and pacing notes
    • Readability on every screen
  5. Bug reporting

    Every issue arrives with steps, severity, media and a build number, in the tracker the team already uses. At each milestone, a quality report: what was tested, what was found, what is left.

    In practice

    • Jira, Confluence or TestRail
    • Steps, severity, media, build number
    • Milestone quality reports

Level 3 · The run

A build, start to finish

Seven states, condensed from the ticker on the home page.

  1. Build received

    The build lands. I set up the hardware and read the plan back to the team.

  2. Test plan

    What gets tested, on what, in what order. Agreed with the team before the pass starts.

  3. Functional pass

    Every path, every feature, every build.

  4. Platform pass

    Each platform build against its platform and store rules.

  5. Performance pass

    Frame rate, memory, load times, long sessions.

  6. Report sent

    Bugs in the tracker as they are found. A quality report at the milestone.

  7. Shipped

    The team submits with the report in hand.

Level 4 · Platforms and stores

Where the build has to work

Four consoles, three PC stores. Each with its own rules, each checked before submission.

Nintendo Switch

Docked and handheld, Joy-Con and Pro Controller, sleep and resume.

Nintendo Switch 2

The same, plus the new hardware paths.

Xbox

Series X and S, Quick Resume, achievements, the Xbox app on PC.

PS5

Trophies, activities, the DualSense, suspend and resume.

Steam

Steam Deck, cloud saves, achievements, Steam Input.

Epic Games Store

Store requirements, achievements, launcher paths.

GOG

DRM-free build, Galaxy features, offline play.

Level 5 · Final level

Achievement unlocked