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.

    • 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

    • 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

    • 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

    • 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

  • 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

    • 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…

    • Provide Audio theory training

    • Wwise training

    • Audio debug training

    • Video game audio breakdown

    • Project breakdown

    • Jira bug report training and best practices

Previous
Previous

Assassin's Creed Unity

Next
Next

Assassin's Creed III