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Game QA Engineer
Email: [
Location: Based in Spain (relocated from Ukraine) — open to remote roles
Availability: Ready to start right away | Work status: Registered as a private entrepreneur (FOP) in Ukraine — available for contract/remote work
Summary
QA engineer with six years in mobile and PC game testing — everything from cozy match-3 puzzles to old-school MMORPGs. I run full testing cycles from spec review to release sign-off, and about once a month I step in as acting QA Lead for a team of five. Relocated to Spain, open to remote roles, and ready to start right away.
Skills
• Manual testing: mobile, gameplay, UI, regression, smoke, positive/negative cases
• Analytics & event testing with Adjust and Redash
• A/B testing
• LiveOps, IAP and API testing
• Test documentation and coverage planning
• Filling in as QA Lead for a team of ~5 when needed
• Product quality control
• Picked up some Python, Java, C#, JavaScript and HTML along the way — helps me understand what's actually happening under the hood when I'm testing
Experience
BetterTest — QA Engineer (Outsourcing) | 2019 – 2026
Employed by BetterTest, a QA outsourcing agency, and assigned to game studio clients on mobile, PC, and console projects.
Client: Belka Games | 2022 – 2026
Top-15 mobile publisher in the EU by revenue, mostly casual and puzzle games — some titles pulling in 1M+ daily players.
Projects: Bermuda Adventures, Clockmaker, Train of Hope, Brilliant Sort, plus internal R&D builds — all mobile, iOS and Android.
• Read through specs and design docs before development even started, so vague requirements got caught early instead of mid-testing
• Tested new features, UI, in-game economy, push notifications, and third-party SDKs (ad networks, payment providers, analytics) on both iOS and Android before every release
• Built out TestRail suites by feature area, so regression could stay targeted instead of re-testing the whole app every time
• Checked analytics events against spec in Adjust and Redash — caught tracking bugs before they hit production and skewed the numbers
• Sat in on planning and release-readiness calls with producers, developers, and analysts, flagging risks before builds shipped
• About once a month, covered for the QA Lead — split tasks across the team, reviewed everyone's bug reports, made the release call
• Also tested web-based tools tied to the same project (admin/back-office panels), not just the mobile app
• Mentored and trained around 5 newer testers on the team — walked them through our test process, reviewed their early bug reports line by line, and helped them get up to speed faster
Client: Ravn Studio | 2021 – 2022
Captain Sabertooth and the Magic Diamond — 2D platformer for PC and Nintendo Switch, a family title based on the Norwegian film series.
• Tested platform mechanics, level progression, and build stability on both PC and Switch
• Ran functional and regression passes ahead of release
Client: Zordix Publishing | 2020 – 2021
Flåklypa, published by Zordix for PC/console.
• Functional and regression testing, bug reporting, release-readiness checks
Client: Gameforge | 2019 – 2020
Metin2 and Aion — long-running PC MMORPGs, live across European markets.
• Functional, regression, and localization testing for live updates
• Tracked and verified bugs through each patch cycle
Tools
Jira, Confluence,Trello, Asana, Slack, TestRail, Unity, GitHub, Bitbucket, TeamCity, Charles, Fiddler, Adjust, Redash, Sentry, Figma, Gridly, Miro, Android Studio, Xcode.
Education
Bachelor of Computer Science and Information Technology
Donetsk National Technical University | 2016 – 2020
Certifications
• QA Engineer course — Udemy
Languages
Ukrainian — Fluent | Russian — Fluent | English — B1
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