Game QA Articles: practical guides from real testing projects

Method-first game QA guides: how I scope, test, capture evidence, and report issues across functional, exploratory, regression, and accessibility-focused passes. More topics coming, including VR comfort/accessibility, XR learning, controller parity, narrative/localisation QA, and early automation.

Methods

Repeatable QA workflows. Practical guides, not definition pages.

Accessibility

Accessibility testing in games, APX patterns, and practical QA application.

Applying APX patterns in a real QA portfolio project Coming soon

A practical case study showing how I applied APX patterns in a portfolio test plan and how it changed reporting and risk coverage.

  • Accessibility
  • APX
  • Case study

Portfolio

Articles tied directly to a specific project and its artefacts. (Empty for now.)

No portfolio-specific articles yet

This section will hold project-linked write-ups that point directly to workbook tabs, evidence, and bug logs.

VR and XR

VR comfort, XR learning tools, controller parity, and device-specific testing. (Coming soon.)

No VR/XR articles yet

This section will cover comfort/accessibility testing in VR, interaction risks, and device-specific QA approaches.

Tools

Practical QA tooling: reporting, evidence capture, templates, and workflows. (Coming soon.)

No tools articles yet

This section will cover bug reporting structure, evidence naming, templates, and tooling setup.