Portfolio

My Time at Portia

QA Testing
Game Testing
Compliance Testing
Unity
Redmine

QA at the publisher Team17 on My Time at Portia, a sandbox life sim built in Unity. Lots of compliance work across Sony, Microsoft and Nintendo, and a soft lock bug other testers had missed.

A scenic view of the world of My Time at Portia.

Company: Team17 (Publisher) / Pathea Games (Developer)

My Time at Portia is a 3D sandbox life sim where you build, craft and farm. Team17 published it on PC, PlayStation 4, Xbox One and Nintendo Switch, and I was on the QA team there, mostly focused on compliance and making sure the game held together.

A lot was new to me on this one: my first Unity game, a new bug tracker (Redmine) and a genre I hadn’t tested before. I had to get up to speed quickly.

What I did

  • Compliance testing for all three console platform holders, building on what I’d already learned about Sony’s requirements. I became one of the team’s go to people for it.
  • Built Excel test sheets covering every in-game item and collectible, so we could track what had been tested and what was broken.
  • Helped write playthrough guides in Confluence so the main story events and the golden path got tested consistently.
  • A lot of exploratory testing of the crafting and progression systems.

The soft lock

While digging into the game’s mechanics, I found a nasty soft lock caused by losing certain key items, which could stop players progressing. It had been missed until then, and my colleagues gave me a lot of credit for catching it before release.

Tools

Redmine, Excel, Confluence, the Unity engine, and PlayStation 4, Xbox One and Switch dev kits.