About Kelina Cowell
I am a UK-based aspiring Game QA Tester, building hands-on experience through self-directed portfolio projects on shipped games across PC Game Pass, mobile, and VR.
I enjoy the practical side of QA: planning sessions, running focused tests, capturing evidence, and writing bug reports that a developer 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, with feedback and insights via 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 simple test cases that match the goal of the project.
- Bug reports with repro steps, expected vs actual, environment, repro rate, 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, environment, and a clear approach before I start.
- I use Jira to track work, runs, and outcomes.
- I capture video or screenshots for significant runs and issues.
- I write bug reports that are easy to reproduce and easy to verify.
- I check UX clarity, accessibility touchpoints, localisation, and edge cases when they are relevant.
Training
I completed the Game Academy bootcamp, plus focused training on Jira (Scrum and Kanban) and writing user stories and acceptance criteria. I have also completed Microsoft Game Dev: Gaming Accessibility Fundamentals and apply those principles across PC, mobile, and VR testing.
I have also received a full scholarship for Accessible Player Experiences® (APX) Certified Practitioner Training, scheduled for February 2026. This will strengthen my accessibility practice by giving me:
- A shared accessibility vocabulary to use with designers, developers, and producers.
- Practical patterns and checkpoints I can apply across accessibility-focused QA work.
- A stronger foundation to move towards an accessibility-focused Game QA role.
My long-term goal is to specialise in accessibility-focused Game QA. I want accessibility to be part of QA from day one, built into how we plan and test, not treated as a late fix after release when players are already frustrated.
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 looking for junior or entry-level roles such as Game QA Tester or QA Analyst. I want to join a team that treats QA as part of player advocacy and product quality, not just bug counting.
I do best in teams that communicate clearly, share context, and value clean reporting. I learn fast, take ownership of tasks, and want to grow with a team long-term.