QA as a Service · Game Testing
Certifying a mobile and console title across five storefronts
Functional, compatibility and submission testing for a studio shipping the same title to Apple Arcade, Steam, Xbox, PlayStation 5 and Google Play Games.
- Game testing
- Compatibility
- Submission readiness
- Manual QA
- Automation
The challenge
The studio had built the game but had no test function of its own. Each storefront applies its own technical requirements, and a failed submission costs a release slot as well as the rework. Internally, testing was being done by the developers between features, which meant regressions were found by players rather than before release.
What we did
- Reviewed the build and each platform's current submission requirements, and turned them into a checklist per storefront rather than one generic pass.
- Set up a device and console matrix covering the hardware the title had to support, including older mobile devices where performance problems usually appear first.
- Ran functional and exploratory passes against the game's core loops, saving states and purchase flows, with reproducible steps and captured video for every defect.
- Added long soak and stress sessions to surface memory growth and stability problems that only appear after extended play.
- Automated the repeatable regression checks so each new build was verified before a manual pass began.
- Produced a submission-readiness report per storefront, ranked by what would block certification versus what was cosmetic.
The outcome
The studio went into submission with a ranked, reproducible defect list and a per-platform checklist instead of a general impression that the game worked. Regressions were caught against each build rather than after release, and the developers stopped spending their own sprint time on manual testing.