Survival horror
Agony. A foundation in QA followed by hands-on support for navigation, level scripting and gameplay polish.
My role Quality Assurance / Level Design support
Studio Madmind Studio S.A.
Experience QA: Jul 2017 — Dec 2018 · Later level design support
Light and composition in a cavern
01 / 04 Official project screenshots · Madmind Studio. The media shows the team's game; my individual responsibilities are detailed below.
Behind the game
My contribution I started in Quality Assurance at Madmind Studio. My later level design contributions to Agony focused on the minimap, small logic and scripting fixes, and gameplay flow.
01 Navigation & level support I collaborated closely with a programmer on a minimap supporting the needs of level design.
Layout readability, point-of-interest markers and player navigation. Minor level logic and scripting adjustments. Trigger fixes and gameplay flow improvements. 02 Quality Assurance I investigated bugs and helped maintain reliable testing coverage across builds.
Reproduction steps, expected and actual behavior, severity and priority, with screenshots, video and logs. QA checklists and test cases for the critical path, UI flows and edge cases. Smoke and sanity tests on new builds. Regression testing of fixes and related systems.
Game footage Official trailers & gameplay ▶ Play video ▶ Play video
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