
Fortnite
Fortnite is a free-to-play Battle Royale game with numerous game modes for every type of game player. Duke it out in a massive arena of 100 people in a fight to be the last one standing, build an island and your own game modes, or party with friends on a public island, jamming out to music.

My role
I started at Epic Games as a tester and was promoted a year later to an Associate QA Analyst. As a tester, I covered a wide variety of areas on the project testing features ranging from weapons and AI to map locations and raytracing making sure everything has that sweet Epic Games polish.
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Outside of testing the general functionality of features in the game, I collaborated with the analysts to make sure all the information QA has is as up to date as possible, use TestRail to organize and carry out test plans the analysts provide us with, log bugs on Jira, and perform smoke tests on builds.
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During my time at Epic, I've worked on chapter 2 season 4, chapter 2 season 5, chapter 2 season 6, chapter 2 season 7, chapter 2 season 8, and chapter 3 season 1. I was mainly responsible for testing on both PC and the PS5, collaborating with peers who have other platforms to ensure everything gets covered thoroughly.
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As an analyst, I worked on both the regression and art/FX teams. It was my job to create the test plans for testers and relay the data we got back to the devs and producers.
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Being part of the regression team meant I had to dip my hands into a lot of different systems of the games and communicate with a lot of different teams. If one thing changed in a system, it could affect a lot of other systems that rely on that system. Each release, it was my job to go through the roadmap of upcoming features and speak with the analysts of those teams to figure out what systems were going to be affected by the new stuff coming in and then create a bunch of regression test plans to send off to our internal and external teams.
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Being on the art and FX team, I worked with a lot of cosmetics and assets coming into the game. Each release we got a list of assets coming to the in-game store and being added to the game and was my job to use UE4 to test those cosmetics, create documentation over their FX, tech art, and how they look. I attended daily meetings with producers, tech artists, and FX artists to cover what changes were going in, and what issues are popping up with the assets so that I'm in the loop and able to assist anywhere that was needed. Additionally, I also worked with the other analysts on the art and audio team to craft test plans for all art assets coming into the game each release.