Testing Narrative & Gameplay on Ustwo Games' Assemble With Care

During the summer between my undergrad and postgrad, I interned at Ustwo Games, working QA with the Assemble With Care team. I learnt what the best practises of QA were, and how to use Jira to write bug reports. To develop other interests, I spent time talking with staff from marketing, narrative and production. This role earned me my first credit on a published video game!

Testing Narrative & Gameplay on Ustwo Games' Assemble With Care

During the summer between my undergrad and postgrad, I interned at Ustwo Games, working QA with the Assemble With Care team. I learnt what the best practises of QA were, and how to use Jira to write bug reports. To develop other interests, I spent time talking with staff from marketing, narrative and production. This role earned me my first credit on a published video game!

In early August 2019, Ustwo Games put out a call for a QA Intern to work with the Assemble With Care team. I spent my time at Ustwo Games learning the best practises of QA; I tested gameplay and checked for inconsistencies across the script and VO, then classed, assigned and wrote those up as clear repro steps in Jira.
Testing Narrative
Bookends - Making sure in game text and VO clip matches
I was given a speadsheet with the correctly spelt narrative in sequence order, and made sure that this is what was present in the game. This involved repetitively playing the narrative bookends before the gameplay (as shown above) and making sure that VO wasn't out of sync, as well as seeing whether the text is spelt correctly; I also checked for grammar and punctuation use.
Prompts - Checking that they occur at the right time
Using my spreadsheet, I also played through the levels in different ways to trigger prompts from Maria, or the character getting their belonging fixed. These prompts had to trigger at the correct time, have the correct text, be spelt correctly with good grammar, and match the VO.
Testing Gameplay
Breaking levels - Are there any blockers?
Regularly, I did sanity checks of the latest build. Every time I played, I would try to approach breaking the level in a different way, for example, pressing the props in the background when the level was finished, or trying to pick up other objects in the middle of plugging in wires. 
Once a bug was found, I would alert my manager if it was a Class A -  a bug that completely blocked further play, and if not, go about reproducing the steps on video, so that the assigned team member could replicate the error. That video, with my reproduction steps, would be reported clearly and submitted via Jira.
Roll credits!
Interning at Ustwo Games earned me my first credit on a published video game
Spot me at 0:15 in the special thanks!