Company: Unity
As a Senior Mobile QA Tester at Unity, one of the games I worked on was the mobile version of Fall Guys. I looked after the testing from start to finish: reading the requirements, planning the testing, running it, and giving the final sign off on release candidates.
The main risk: device fragmentation
Fall Guys is fast and physics based, and it has to feel fair. On mobile that’s hard, because players are on everything from new flagships to old budget phones, with different screen sizes, OS versions and performance. To cover that, I tested on four devices at different performance levels, so we could see how the game held up from the top end down to the slower phones.
What I did
- Planned and ran the testing for each milestone, making sure coverage kept up with development.
- Compatibility testing across four iOS and Android devices at different performance levels.
- Wrote test cases aimed at mobile performance: memory use, battery drain and how responsive the controls felt.
- Put together QA reports and dashboards so the wider team could see where each build stood and make go / no-go calls on release candidates.
Tools
Jira, Confluence, Azure DevOps, the Unity engine, profiling and performance tools, and four iOS and Android test devices.