One of my biggest areas of responsibility on the project was to prepare, organize and host internal playtesting with the team, and processing the reports and feedback that came out of it. I ran these playtests ~2 times a week for over 3 years.
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I eventually dedicated a considerable amount of my craft time composing and summarizing what I had learned about doing this in an internal playtesting framework document. As part of a knowledge sharing initiative this documentation was shared with the entirety of the studio, and I also held a presentation for the QA craft based on this framework.
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I have been a big proponent of playtesting for a long time, but after this chapter in my career I became somewhat more "playtest evangelical". I will die on the hill that I think we as developers need to regularly interact with what we are building, seeing all the pieces fit together and experiencing them in practice and as a cohesive whole. Lets not develop our games in the dark. I am convinced that a healthy playtesting culture plays a big role in how to make better games.
Quality Assurance on Generation Zero
Although still fairly green in the industry when I joined the GenZ team I soon became known as a hard working and diligent QA, appreciated for e.g. my well written and detailed bug reports and positive attitude.
During my ~4 years in this role I went from associate, to experienced, and eventually senior. I was offered a lead role but turned it down since around that time I had started my efforts to transition into the design craft.


