Audio QA
As the Audio QA I was fully integrated to the Audio team and provided support to all members via different tasks and mandates. My quality control included everything that falls under ambiances, sfx, music, cinematic and voices in the entire game, I also sneaked in a couple integrations.
I helped debugging the game using Wwise profiling tools, editor costum debug tools visual debug displays… and some of my own tricks. I also provided detailed audio tests cases for other testers as well as for external QA ressources.
I also provided training to other QA testers on the project and on other project as well.
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Going through game feature and game design documents
Tests and validations of more complexe features in editor
Tests and validations of more complexe features in game
Sound propagation and Occlusion
Game performance watch (CPU, Memory, Soundbank loading.
Main Character Foley and animations debuggging
Provide constructive feedback
Changelist validations
Support to audio team members on various systems
Bug fixing back and forth and comments
Reproduce issues in game
Break the game
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Bug reports
Audio bug database management
Tasks creations for audio designer
Jira tracking and reports
Process tests cases issues
Jira and bug dispatching to the audio team
Bug and tasks creation from game reviews
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Performing walkthrough of specific areas or Quests.
Scripted events
Cinematics
Walkthrough test cases for quests and demos
Play the game during reviews and create jiras
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Walkthroughs
Walkthrough test cases covering all audio aspects of the demos and its missions
Debugging of the scripted events
Publications of the reports to higher management and team
Bug report and audio team jira database management
Shadowing during mix session
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Player numerous ships debugging included:
Speed and Wind Systems:
Sails
Ship structure
Water lapping
Waves crashing against the hull
Ships movements
Sea intensity and Weather (Calm, rainy, windy, storms)
Naval combat:
Enemy ships & weapons
Player weapons of all types (canons, pistols, barrels, chains projectiles,etc…)
Impacts on player ship and enemy ships
Crew reactions and bracing
Super Ship boss fights
Ships take over sequences
Ships docking and undocking
Crew Sea chanteas
plus more features
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Interior and exterior Ambiances and transitions
Ambiances rfx
Gameplay feedbacks
Combat and weapons sounds
Character foley
NPCs foley
UI & Menus features
Voices, Onos, barks, reactions
Crowd wallas
Music Systems
Quests music
Scripted events and Cinematic (Foley, SFX, Music, Voices)
The list goes on…
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Provide Audio theory training
Wwise training
Audio debug training
Video game audio breakdown
Project breakdown
Jira bug report training and best practices