Game QA and test automation for Unreal Engine

We run automated checks on every nightly for what broke before and manual passes on agreed builds for what players will notice, and file bug reports a programmer can reproduce the first time.

ExampleHow we file a bugEvery report carries what a programmer needs to start on it without a follow-up question.

Crash when swapping weapons during a reload

Build
2026.10.01 nightly (CL 48213), Win64 Development
Map
L_Harbour, reproduced 5 of 5
Steps
  1. Equip the rifle and start a reload.
  2. Within 0.2 s, swap to the pistol.
Expected
The reload cancels and the pistol is drawn.
Actual
Crash to desktop: access violation in UWeaponComponent::OnReloadEnd.
Attached
Crash dump, log, callstack, 12 s video

What we test

QA is one engineer, Jordan, focused on test automation and targeted passes. For large volumes of manual testing, ask us before you plan around it.

Test planning

Test plans and checklists for features, milestones and releases, kept in the tools your team uses.

Manual test passes

Smoke tests on each build, full regression passes before milestones and focused tests on risky changes.

Automated tests

Unreal's automation framework, functional tests in maps and Gauntlet tests on packaged builds.

Performance and soak tests

Long sessions and repeated scenarios that catch memory leaks, hitches and crashes over time.

Multiplayer testing

Sessions with emulated network conditions and extra bot clients for load.

What QA should prevent

01

Bugs reach players.

Testing happens at the end, if there is time left.

Testing on every build
02

Bug reports cannot be reproduced.

Developers spend more time finding the bug than fixing it.

Reports with steps, build number and logs
03

Fixed bugs keep coming back.

They return two builds later, and nobody notices for weeks.

Automated checks for fixed bugs
In practice

How QA joins your project

We read your bug tracker first: which areas break most, how bugs are reported and how long they stay open. That decides where the first test plans and automated checks go.

Smoke tests run on every build we are given, and automated tests run on every nightly. Before a milestone we run a full regression pass and send a short summary of open issues, trends and risks.

Who tests your game

See the whole team.

Jordan

QA & Test Automation Engineer

Owns the test plans, the automated tests and bug triage.

  • Test plans
  • Gauntlet
  • Regression
  • Soak tests
  • Bug triage

Andrew

Build & Tools Engineer

Wires the tests into the build pipeline.

  • BuildGraph
  • Horde
  • Python
  • Perforce
  • Editor tools

Timi

Producer

Turns the quality summary into release decisions with your producer.

  • Jira
  • Release planning
  • LiveOps

Game QA FAQ

Do you do manual testing as well as automation?

Yes. Automation catches regressions, and people still find the problems players notice first. Most projects need both.

Which platforms do you test on?

PC is our default. For other platforms, tell us what you ship on and we confirm the hardware and access we have before we quote.

Can you work in our bug tracker?

Yes. We file and triage in Jira or whichever tracker your team already uses.

Start a project

Tell us about the project

Send us the engine version, where the project is and the work you need done. We reply within two business days with who we would put on it, or tell you it is not a fit.

A non-confidential outline is enough. If you need an NDA first, say so here and David will arrange it before you share project materials.

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