QA in GameDev. How to: build outsource processes, hire right people, successfully release projects
summary
Shows how Pushka Studios restructures QA for outsourcing: splits teams into 2–3 testers for single‑player, 5–6 for multiplayer, creates per‑project QA spaces and new status fields in Jira, and runs a month‑long lead participation in hands‑on testing to set realistic estimates. Replaces Excel with a test management system for run histories and automated reports, trains “universal soldiers” to cover absences, hires for gaming experience over pure QA background, uses Discord + single reporting source with publishers, and fixes certification surprises like the Red Cross icon.
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chapters (21)
- 0:00QA in GameDev intro
- 1:56Outsourcing GameDev QA
- 3:45QA team structure outsourced
- 5:33QA with external teams
- 7:43Certification and compliance
- 9:48Avoiding QA lead burnout
- 13:45Dedicated QA team spaces
- 15:35Gameplay tests in porting
- 16:38Test systems vs spreadsheets
- 18:45Interchangeable testers risk
- 19:51GameDev docs challenges
- 21:21Learning from cert mistakes
- 22:04Closed dev nets GameDev
- 23:06Team performance analysis
- 25:18Hiring gamers vs QA testers
- 27:27Managing releases burnout
- 28:51Q&A burnout external QA
- 31:01Q&A aligning QA visions
- 32:25Q&A external QA comms
- 33:07Q&A team metrics
- 34:31Closing remarks
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