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Dungeon Raiders - Ongoing Embedded QA Case Study

Role: Head of QA โ€ข Studio: Loom & Lore Interactive Games โ€ข Platform: Android โ€ข Status: Released and receiving ongoing QA support

๐Ÿงพ Project Overview

  • Game: Dungeon Raiders
  • Studio: Loom & Lore Interactive Games
  • Credited Role: Head of QA
  • Testing dates: Ongoing from 17 May 2026
  • Status: Released, with ongoing QA support across updates and new builds
  • Platform: Android
  • Credit: Credited in-game as โ€œHead of QA Kelina Cowellโ€

๐ŸŽฏ My QA Role

I am credited as Head of QA on Dungeon Raiders, providing ongoing embedded QA across live updates, development builds, regression cycles, hotfixes, and new content.

My testing has evolved alongside the project, combining player-focused exploratory QA, patch-note targeted regression, fix validation, smoke testing, save and persistence checks, combat and progression testing, and mobile usability review. Testing has primarily been carried out on Android, with additional regression coverage on Windows builds where required.

Each QA pass is shaped around the current build state, recent changes, known risks, and the developer's testing priorities. This allows testing to move between broad player-facing evaluation and focused verification of specific systems or fixes as development requires.

I am credited in the released game as Head of QA Kelina Cowell, reflecting my ongoing contribution to the project's quality across development and post-release updates.


Developer Feedback

โ€œKelinaโ€™s ability to take a piece of software and turn it inside out has been invaluable to our pipeline. She is immaculate, professional, and fiercely reliable, helping us ship games on timelines that would be impossible for a solo dev.โ€

โ€” Emily Ray, Founder & Lead Dev, Loom & Lore Interactive Games


๐Ÿง  Triage & Planning

  • Reviewed patch notes and build changes
  • Identified regression and player-facing risk areas
  • Defined focused scope for each QA pass
  • Separated functional issues from usability and tuning concerns
  • Planned targeted regression and fix validation
  • Documented blocked and unverified test areas

๐ŸŽฎ Testing Focus

  • Gameplay and combat stability
  • UI, menus, and mobile usability
  • Class, ability, and reward behaviour
  • Save, resume, and persistence
  • Progression and state transitions
  • Shop and economy consistency
  • Player feedback and readability
  • New content and feature validation

๐Ÿ” Ongoing Support

  • Patch-note targeted regression testing
  • Fix and hotfix validation
  • New content smoke testing
  • Live and development build testing
  • Connected-system regression checks
  • Ongoing post-release QA support

๐Ÿ› ๏ธ Workflow & Communication

Testing is carried out as an ongoing embedded QA workflow. Each pass is shaped around the current build, latest patch notes, known risk areas, recent fixes, and the developer's current testing priorities.

My approach varies depending on the purpose of each build, ranging from player-focused exploratory testing to targeted regression, hotfix verification, new content smoke testing, and persistence checks. Debug-assisted testing is used where appropriate to reach later progression states or specific systems more efficiently.

Testing is primarily performed on Android, with additional Windows build coverage where required. Findings are documented with clear scope, results, player impact, supporting evidence, and any areas that remain blocked or unverified.

Workflow Area How It Works
Communication Ongoing communication with the developer around builds, patch notes, reported issues, fixes, and retest priorities.
Planning QA passes are scoped around current changes, known risks, player impact, and requested validation areas.
Testing Player-focused exploratory QA, targeted regression, hotfix verification, smoke testing, persistence checks, and mobile usability review.
Test Coverage Live, development, and Windows builds are tested as required, with debug-assisted coverage used for targeted progression checks.
Reporting Structured QA reports document scope, findings, player impact, results, and supporting evidence where appropriate.
Regression Fixes are retested in subsequent builds, with connected systems checked for potential regressions.
Limitations Blocked, inaccessible, or unverified scenarios are documented clearly rather than reported as passed or failed.
Ongoing Support Continued post-release QA across updates, hotfixes, fixes, tuning, and new content.

๐ŸŽฎ QA Coverage & Development Timeline

Testing has evolved alongside Dungeon Raiders, beginning with broad player-focused Android testing before expanding into targeted regression, persistence testing, new content validation, live-build verification, and post-release hotfix testing.

Coverage has included gameplay stability, combat and class systems, UI and mobile usability, progression, save and resume behaviour, shops and economy, rewards, boss encounters, and player-facing feedback. Testing priorities have shifted between builds based on recent changes, known risks, and the areas requiring focused validation.

The timeline below shows how my QA coverage has expanded and shifted alongside the project's development.

Testing Area May 2026 Jun 2026 Jul 2026 Aug 2026
Player-Focused Exploratory QA โœ“ โœ“ โ€” โ€”
Gameplay & Combat Systems โœ“ โœ“ โœ“ โœ“
Class & Ability Behaviour โœ“ โœ“ โœ“ โœ“
UI, Menus & Readability โœ“ โœ“ โœ“ โ€”
Save, Resume & Persistence โœ“ โœ“ โœ“ โœ“
Progression & State Transitions โœ“ โœ“ โœ“ โœ“
Shop, Economy & Rewards โœ“ โœ“ โœ“ โ€”
Boss & Encounter Behaviour โœ“ โœ“ โœ“ โœ“
Patch-Note Regression โœ“ โœ“ โœ“ โœ“
New Content & Feature Validation โ€” โœ“ โœ“ โœ“
Debug-Assisted Testing โœ“ โœ“ โ€” โ€”
Hotfix / Live-Build Verification โœ“ โœ“ โ€” โœ“

โœ“ Tested during this period    โ€” Not tested or not a focus during this period


โš ๏ธ Key Player-Facing Risk Areas

Testing prioritises areas where defects or unclear behaviour could have the greatest impact on player experience. These risk areas guide exploratory testing, regression coverage, and follow-up validation across updates.

Risk Area Player Impact
Save & Resume Reliability Interrupted sessions need to restore progression, inventory, rewards, and gameplay state consistently.
UI & Menu Stability Menus, overlays, buttons, and gameplay screens need to transition cleanly without obscuring information or disrupting interaction.
Class & Ability Clarity Players need to understand how class mechanics and abilities behave so they can make informed gameplay decisions.
Combat & Gameplay Feedback Clear visual and gameplay feedback helps players understand damage, abilities, rewards, state changes, and the outcome of their actions.
Progression & Reward Integrity Progression triggers, upgrades, rewards, and statistics need to behave consistently so players can trust their progress.
Shop & Economy Consistency Purchases, costs, upgrades, and reward behaviour need to remain accurate and predictable throughout progression.
Regression Risk After Updates Changes to one system can affect connected gameplay, persistence, UI, progression, or reward behaviour in later builds.

๐Ÿค Working With the Developer

Dungeon Raiders is a live, evolving project, so testing priorities are adapted around current development needs, new builds, patch notes, hotfixes, known risks, and areas requiring focused validation.

QA passes range from broad player-focused exploratory testing to tightly scoped regression, feature validation, and hotfix verification. Where a test cannot be completed because the required scenario, information, or test state is unavailable, I document the limitation and request clarification rather than treating the result as a failure.

Findings are separated by functional impact, progression risk, usability, presentation, and tuning considerations so the developer can quickly understand what happened, why it matters to the player, and what requires further investigation or regression coverage.

This creates an ongoing feedback loop between development and QA, with fixes and changes validated in subsequent builds while connected systems are checked for potential regressions.


๐Ÿงฐ Tools & Evidence Workflow

Tool / Method Used For
Android Test Device Primary gameplay, mobile usability, live-build, and persistence testing.
Windows Testing Additional regression coverage on Windows builds where required.
Live & Test Builds Validating released updates, development changes, new content, and hotfixes.
Debug-Assisted Testing Reaching specific progression states and later gameplay areas efficiently for targeted validation.
Structured QA Reports Documenting scope, test style, findings, results, limitations, regression status, and player impact.
Patch Notes Planning targeted regression coverage around fixes, features, system changes, and known risks.
Screenshot Evidence Documenting visual, UI, readability, progression, and gameplay findings.
Video Evidence Capturing gameplay behaviour, reproduction steps, transitions, and regression outcomes.
Developer Reporting Communicating results, open findings, passed fixes, blocked coverage, and areas requiring follow-up.

โœ… What This Case Study Shows

View Credit View Dungeon Raiders on Google Play

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๐Ÿ“Ž Disclaimer

This page documents credited QA work completed by Kelina Cowell for portfolio and recruitment purposes. I am not the developer or publisher of Dungeon Raiders. All trademarks, logos, screenshots, clips, and game assets remain the property of their respective owners. Internal QA details, bug logs, and private developer communications are not published here. If anything needs to be removed or credited differently, please contact me and Iโ€™ll update it promptly.