Sr. QA Analyst, Fortis Games
to
Ran telemetry QA on a live mobile game through its launches, then turned that manual work into automated checks that run in CI.
Telemetry and analytics QA
- Ran nine of the game’s eleven telemetry release passes, including its launches in three countries.
- Validated telemetry by writing and running SQL queries in Hex against ClickHouse.
- Showed from production data that a 99% drop in one event after a release was lost telemetry, not a change in player behaviour, and traced it to an SDK change. A developer’s fix restored the rate in the next version.
- Wrote most of the game’s main telemetry test suite in TestRail, one section per event, and its testing guide.
Test automation and CI (AI-assisted, Claude Code)
- Built Unity PlayMode tests in C# that fire business-critical telemetry events in-process.
- Developed a Python validator and rule engine that fail the build when warehouse data doesn’t match the expected payloads, with rules for every non-SDK event in production.
- Diagnosed a flaky CI gate, fixed its false failures and filed the real regression it had caught.
AI tooling
- Wrote Claude Code skills that check telemetry in ClickHouse against the spec. The team estimated the first one halved validation effort.
- Moved the telemetry spec from a spreadsheet into its own repo, with a validator and a site that turns edits into pull requests. The site replaced the spreadsheet as the only place to edit the spec.
Economy, server and team
- Owned QA for a second game’s economy and monetization, including in-app purchases and the store.
- Ran game-server QA: organised a team stress test for an out-of-memory investigation and set the QA routine for the server release.
- Trained three colleagues in telemetry testing.