About Kelina Cowell
UK-based Game QA Tester with credits on three shipped games, providing structured QA support for indie games across PC, mobile, and VR.
Released projects include Nothing Strange Here with Dandelion Developers, Mama Llama’s Food Cart Adventure and Dungeon Raiders with Loom & Lore Games.
I currently provide QA support across several active indie projects, including Prime Time: Slime Time and After Hours (Loom & Lore Games), RESIDUUM (Will Nightingale), and Grove Bound (GDO Games).
QA Portfolio
My main QA portfolio shows current testing work across indie demos, early builds, updates, released games, and live systems.
It demonstrates how I scope QA passes, document findings, capture evidence, validate fixes, and communicate issues clearly for developers.
Earlier QA learning projects are still available to view here, while the main portfolio reflects my current QA workflows and testing standards.
How I Work
- Plan focused QA passes around active builds, recent updates, and player-facing risk.
- Use exploratory testing and targeted retesting to validate gameplay systems and progression flow.
- Reproduce and isolate issues before reporting them.
- Capture screenshots and video evidence to support bug reports and observations.
- Communicate findings with clear context, impact, and practical next steps.
- Adapt reporting depth based on project scope, team size, and development stage.
What I’m Looking For
I’m open to remote freelance, contract, and permanent Game QA roles with indie developers, small teams, or studios.
I’m especially interested in manual QA roles focused on gameplay systems, exploratory testing, regression testing, onboarding clarity, usability, accessibility-related observations, and release support.
I work best with teams that value practical QA, clear communication, and structured feedback during development and release preparation.
Training & Professional Development
My QA development includes structured game QA training, self-directed portfolio projects, accessibility certification, Jira workflow training, and hands-on indie QA support.
APX Certified Practitioner
Certified through AbleGamers, demonstrating practical knowledge, demonstrating practical knowledge of accessibility principles, player barriers, and inclusive game design considerations.
The APX programme focuses on identifying accessibility barriers, understanding player needs, and supporting more inclusive player experiences across game systems, interfaces, and content.
I developed my QA approach through the Game Academy bootcamp, self-directed testing projects, and current QA work on indie games in active development.
I also completed Jira-focused training covering issue tracking, Scrum, Kanban, and user stories.
For full details and certificates, see my Education page.
Industry Recognition
Limit Break Mentorship Programme (2026)
Selected for the Limit Break Mentorship Programme (2026), receiving mentorship from Jordan Stewart, QA Lead at Supermassive Games, as part of a UK games industry talent development programme.
The programme provides mentorship, industry guidance, and professional development support for emerging games industry talent.
Prince William BAFTA Bursary Recipient (2026)
Awarded a Prince William BAFTA Bursary to support professional development, training, equipment, and career progression within the games industry.
The bursary supports professional development, training, equipment, and career progression for emerging talent within the creative industries.