Project Case Studies
The games I've worked on and what I did on each one, from my first QA job to the games I'm making now.
2026
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In DevelopmentThe One Bullet Job
- Designing a grid based, turn based heist puzzle around one bullet per job.
- Built a shared rules engine used by the game, solver, hints and replays.
- Every job is proven solvable and cross-checked by an independent solver.
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In DevelopmentBoop n Burn
- Lead design and programming on a sixteen player online party brawler.
- Shove based combat, with stamina so every push is a decision.
- Getting multiplayer ready for a Steam Next Fest demo.
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ReleasedSkill Check
- Took it from first prototype to live on Google Play.
- Built the daily question pipeline, progression and a 1,594 cartridge collection.
- Handled store submission, live updates and crash monitoring.
2025
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Current RoleStar Citizen & Squadron 42
- Main embedded QA for the Engine and Tools teams on Star Citizen and Squadron 42.
- Test the in-house tools the content pipeline is built on.
- Main contact for Tools QA, reporting to leadership.
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In DevelopmentKIT - Knight In Training
- Lead design, programming and QA on Ki10 Games’ first project.
- Built a camera system that moves between 3D exploration and 2D side on sections.
- Paused when the scope outgrew the team, now being rebuilt in Godot.
2023
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Merge Dragons!
- Led QA on iOS and Android for a big live service mobile game.
- Checked each update against App Store and Google Play requirements.
- Mentored junior testers and ran player experience test sessions.
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Robo Kiden
- Led a QA team of three testers.
- Wrote the test strategy for internal and external testers.
- Ran bug tracking, priorities and status reporting.
2021
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Smalland: Survive the Wilds
- Captured gameplay footage for the trailers with the marketing team.
- Testing and compliance passes on a large survival game.
- Fed back to the developer on bugs and how it played.
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Monster Harvest
- Long term playthroughs to test progression and balance.
- Compliance passes on every platform, including next-gen consoles.
- Wrote test plans and guides for internal and external testers.
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FORECLOSED
- Functional and compliance testing on every platform it launched on.
- Shared platform requirements knowledge with the rest of the team.
- Sent detailed feedback to the developer, Antab Studio.
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Alex Kidd in Miracle World DX
- Ran compliance passes on PlayStation, Xbox, Nintendo and PC.
- Wrote the test plans and guides used by internal and external testers.
- Worked with production to keep submissions on schedule.
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HYENAS
- Daily build and feature smoke tests on every target platform.
- Worked with dev leads each day to spot the riskiest areas.
- Organised and played in multiplayer sessions to test stability and the core loop.
2019
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The Dark Pictures Anthology: Man of Medan
- Led testing on the Google Stadia version.
- Tested 2 player online co-op and 5 player local Movie Night.
- Onboarded and worked with an external QA team.
- First steps into test automation with automated playthrough scripts.
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My Time at Portia
- First Unity project, after working in Unreal.
- Compliance testing for Sony, Microsoft and Nintendo.
- Found a soft lock bug that had been missed.
2018
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Bravo Team (VR)
- Moved from narrative VR to a cover based VR shooter.
- First time testing networked co-op, focusing on stability.
- Wrote test cases for lag, disconnects and joining games in progress.
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The Inpatient (VR)
- First VR project, testing on the then new PlayStation VR.
- Onboarded testers from Sony and organised their daily work.
- Flagged story details that didn’t match Until Dawn.
2017
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Hidden Agenda (PlayLink)
- Learned to test a game controlled from players’ phones.
- Tested a branching story and multiplayer modes for up to six players.
- Found the cause of a save data bug in the E3 demo.
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LEGO City Undercover - Current Gen Ports
- Planned each day’s testing of the open world hub.
- Tested the new two player co-op mode from start to finish.
- Checked leftover Wii U content had been taken out.