About Me

Thanks for stopping by. Read below to learn more about myself and my background.

Mark McManus at work

How I Got Here

I've loved games for as long as I can remember, and I've always been curious about how they work. That got me into QA, and I've now spent over nine years testing games at studios including T.T. Games, Supermassive Games, Creative Assembly and Unity.

Today I'm an Embedded QA Specialist - Tools at Cloud Imperium Games, working on Star Citizen and Squadron 42. I'm the main embedded QA for the Engine and Tools teams, working with the engineers to test the in-house tools, backend systems and pipelines the rest of the studio uses to build the games.

I started on the LEGO games at T.T. Games and have since tested all sorts of genres and platforms: the Alex Kidd in Miracle World DX remake, horror games like Man of Medan, and Fall Guys on mobile. Along the way I went from a tester hunting bugs to a senior tester planning QA, mentoring new testers and signing off releases on several platforms.

After years of testing other people's games, I wanted to make my own. In 2024 I co-founded Ki10 Games, where I do design and programming as well as QA.

In 2026 we released our first game, Skill Check, a daily gaming trivia game that's out now on Google Play and free to play in your browser. I did the design, programming, backend, store submission and QA. Now I'm leading design and programming on Boop n Burn, a sixteen player party brawler for PC, Switch and Xbox Series, with a demo planned for Steam Next Fest. Alongside it I'm porting KIT to Godot and finishing The One Bullet Job, a turn based heist puzzle coming soon to Android.

QA showed me what it takes for a game to be ready to ship. Making my own has shown me how much work it takes to get there.

Industry Involvement

I'm a board member at Humans in Games, a games industry charity, where I represent the games QA profession.

Skills

Here's what I bring. For my full work history, you can download my CV.


What I do

  • Test planning: Writing and running test plans, cases and scripts for gameplay, UI / UX and platform compliance.
  • Embedded and technical QA: Working alongside engineers and tracking down tricky issues with logs, profiling, API testing, CI and Perforce.
  • Release readiness: Risk based testing from requirements to sign off, with clear reporting for go / no-go decisions.
  • Manual and exploratory testing: Functional, usability, performance and regression testing, and a knack for finding the bugs other people miss.
  • Bug management: Finding, logging, triaging and tracking bugs until they're fixed.
  • Leading and mentoring: Running QA teams, training new testers and improving how teams write bug reports.
  • Game design: Designing gameplay systems and story, and shaping them from playtest feedback.
  • Releasing games: Taking a game from prototype to store, including submission, build pipelines, live updates and crash monitoring.

Technical skills

  • QA and development: Jira, TestRail, DevTrack, Redmine, Perforce, Git, Jenkins / CI
  • Technical testing: API testing, profiling, log analysis, ADB / Android Studio, Xcode, Charles / Proxyman
  • Test planning: TestRail, QTest, Excel
  • Game engines: CryEngine / StarEngine, Unity, Unreal Engine 4/5, Godot
  • Programming: C# (Unity), GDScript (Godot), networked multiplayer
  • Platforms: PC, PlayStation (PS3, PS4, PSVR, PS5), Xbox (360, One, Series), Nintendo (Wii U, Switch), mobile (iOS, Android) and cloud (Stadia, Luna)

Download CV

Outside of Work

When I'm not testing games, I'm usually playing them! I'll play pretty much anything, from huge AAA games to small indie ones. I also love making games in my spare time, which is how Ki10 Games started, and how I finally got my own game onto an actual store.

Away from screens, I'm a lifelong Manchester United fan, and I love a good board game with friends.