About Kelina Cowell
I am a UK-based Game QA Tester building hands-on experience through self-directed portfolio projects on shipped games across PC Game Pass, mobile, and VR.
I focus on the practical side of QA: planning structured sessions, running focused test passes, capturing clear evidence, and writing bug reports that developers can act on quickly.
I have not worked in a studio yet. My experience comes from self-directed portfolio projects and structured team projects from the Game Academy bootcamp, strengthened by ongoing feedback and insights through networking with senior QA and wider game and software professionals.
What you will see in my work:
- Clear scope and environment setup for every test pass.
- Practical charters and lightweight test cases aligned to the goal of the project.
- Bug reports with repro steps, expected vs actual results, environment details, repro rate, supporting evidence, and player impact.
CV
You can request my CV here. I approve access for recruiters and hiring managers who are reviewing my work.
Project lineup
- Battletoads: functional testing (live)
- Rebel Racing: exploratory and edge-case testing (live)
- Sworn: patch-note driven regression (live)
- Shadow Point: VR comfort and accessibility (live)
- Browser-based 3D Game Design Tool: XR Learning, Recovery & Accessibility (in progress)
- Recompile: cross-platform input and controller testing (coming soon)
- Oxenfree: narrative and localisation testing (coming soon)
- PowerWash Simulator 2: test automation (coming soon)
- Solo QA workflow (capstone): end-to-end QA capability (coming soon)
Prefer browsing? Start at the Portfolio Hub.
How I work
- I define scope, risk areas, test environment, and a clear strategy before execution.
- I use Jira to structure tasks, track test passes, and document outcomes.
- I capture video or screenshots to support significant test runs and reported issues.
- I write bug reports that are clear, reproducible, and easy to verify.
- I evaluate UX clarity, accessibility touchpoints, localisation, and edge cases where relevant.
Training
I completed the Game Academy bootcamp, alongside focused training in Jira (Scrum and Kanban) and writing user stories with clear acceptance criteria. I have also completed Microsoft Game Dev: Gaming Accessibility Fundamentals and apply those principles across PC, mobile, and VR testing.
I am a Certified Accessible Player Experiences® (APX) Practitioner, having completed the training under full scholarship with AbleGamers. This strengthened my accessibility-focused QA practice by providing:
- A structured accessibility vocabulary to use confidently with designers, developers, and producers.
- Access and Challenge design patterns to identify real player barriers during testing.
- A framework for evaluating accessibility as part of player experience, not just feature compliance.
- A stronger foundation for accessibility-informed QA across different platforms and genres.
My focus is integrating accessibility-focused Game QA from the start of development — ensuring player barriers are identified early and addressed through design and testing, rather than treated as late-stage fixes after release.
For details on how I apply this training in my portfolio projects, and to verify certificates, see my Education page.
What I am looking for
I am seeking junior or entry-level roles such as Game QA Tester or QA Analyst, where I can contribute structured testing, clear reporting, and a strong player-focused mindset.
I work best in teams that communicate clearly, share context, and value quality documentation. I take ownership of my tasks, learn quickly, and am looking to grow with a team long-term.