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Quality Assurance

Responsible for thoroughly playing through Amnesia: The Dark Descent, reporting on any type of unintended interactions and anything which could negatively interfere with the player experience.

Thoroughly played “Cities Skylines: Natural Disasters” (downloadable content, single-player) reporting on anything unintended through the JIRA platform. Also tested for possible fixing of prior bugs (regression testing).

As part of the invite-only Core community, I helped improve upon the game Gigantic through consistent and continuous testing of weekly builds. I reported any type of unintended interaction, balancing and redesigned features through both solo testing through console commands, as well as actual multi-player gaming sessions with other Core members and developers. All reports are documented weekly and discussed with the developers to give a clear picture.

Before being announced, while in alpha, I had the opportunity to test both the single-player as well as the multi-player portion with the developers. Reports were made on anything unintentional and out of place to ensure a quality product.

I was invited to this new playground made for VR. I had the ability to test systems that allow players to build anything they want, including new game modes.

A climbing VR exploration game where I focused on testing the climbing mechanics and the exploration of the various environments.

Speedrunning

Combining my interest in QA & game engines with my never ending love of gaming, I have been actively doing speedruns for 5 years. With a wide variety of games, I have found numerous exploits and done countless speedruns.

All of the speedruns I have done can be found on my Speedrun.com profile.

Examples of various glitches and exploits I have contributed with for a variety of games can be found below.

Left Video: In the earlier versions of the DLC, one could go from the starting point of Tuesday, inside the church, to just outside where the day ends even before you complete any errands.

Right Video: Saving your game right after the boss fight at the end of Wednesday allows you to quit back to the main menu and load the same file, skipping the intro cutscene of Thursday and teleporting you to a different place.

Left Video: About halfway through the speedrun, after entering the level which has the bad guy lair entrance, you can immediately go left, drive up against an invisible wall and exit the car, clipping inside and falling down to the entrance.

Right Video: At the very end of the speedrun, there is a very strange glitch that abuse the system in the game which is meant to help if the player gets stuck, instead we use it to teleport back to the start, skipping driving back to the trailer.

Left Video: Initial speedruns of Bully: Scholarship Edition used careful routing of bikes throughout the run, until it was found that you can combine two different ways of gaining speed with the skateboard, saving loads of time in the end.

Right Video: Some useful glitches in a variety of games and speedruns don’t always have to be complex. In this case all you have to do is exit the school and go to the beach, then jump a few times to go completely out of bounds!