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WORK

Forza1
Wolfenstein1
TappedOut3
Forza2
Tapped_2
Whiterun
FinalAssault2
WalkingDead2
Starfield2
HT
Zumba2
Fallout4
Torchlight
FA
King
Doom_2016
Hometown2
Morthal2 - Copy
pirates
FallenOrder2
Doom2016
DoomEternal
Apex
CoD2

2013 - 2025

ROLES

After graduating college, I began my career as a QA Tester, where I developed a strong foundation in software testing, bug reporting, and quality assurance processes. Through dedication and a focus on continuous learning, I quickly advanced to Lead QA Tester, taking on responsibilities such as mentoring junior testers, creating test plans, and coordinating testing efforts across teams. As I deepened my technical expertise, I transitioned into more technical roles, leveraging tools like Microsoft Visual Studio, JIRA, and platform-specific SDKs to debug and optimize games across multiple consoles. My passion for quality and leadership led me to Senior QA roles, where I spearheaded complex testing initiatives, improved QA workflows, and ensured compliance with platform certification requirements. Eventually, I progressed to QA Manager, where I now oversee entire QA departments, manage cross-functional teams, and drive strategic initiatives to deliver high-quality products on time. This journey reflects my commitment to growth, technical excellence, and leadership in the gaming industry.

Manager

Oversaw QA efforts across a game or studio, acting as the bridge between QA teams, developers, and producers. Created test plans, delegated tasks, mentored team members, and tracked progress while ensuring testing aligned with project goals. Managed resources, set strategy, defined QA standards, and organized different types of testing based on milestones and department needs.

Tester

Conducted hands-on testing to find and document bugs, following guidance from Leads, test cases or design documentation. Verified functionality through test cases, regression, compatibility, and UI/UX checks, and performed basic multiplayer or network testing. Used JIRA, Azure DevOps and other ticket tracking software

Analyst

Performed advanced testing on specific features or platforms, created complex test cases, analyzed logs, and bug regression and triage. Completed smoke and sanity checks, progression, cross-platform parity, stability, and localization. Used tools like Jenkins, Unity or Unreal logs, SQL queries, Perforce and leveraged scripting languages such as Python or Lua for automation.

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QA Manager

PHASER LOCK INTERACTIVE

2017 - 2018

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STEAM: 92% Positive Reviews

METACRITIC: 85

"Final Assault feels like robust console game – and the visuals are undeniably cool. I cannot overstate how much fun I’m having with this game." - PLAYSTATION UNIVERSE

"It pleases me to say that Final Assault may just be the best real-time strategy game that you can play in VR. What a great experience." - Video Chums

"One genre I didn’t anticipate getting much of a boost from a VR headset is real-time strategy, but play just a few minutes of Final Assault, and it will quickly be evident how virtual reality can innovate even the most unexpected of genres." - UploadVR

  • Led end-to-end QA for a multiplayer VR RTS from early development through launch. Built the QA pipeline from scratch, including test planning, reporting, and live-ops support across multiple HMDs. Managed a small internal team, assigning tasks based on sprint priorities and risk assessment.

  • Collaborated cross-functionally with design, engineering, and art to ensure testability and alignment with design intent. Developed test cases for VR-specific issues like motion comfort, input latency, and occlusion bugs. Owned bug triage, regression cycles, and build verification. Contributed to performance testing, UI/UX feedback, and certification prep for final release and showcase demos.

QA Lead/Senior

INMOTION, PANIC BUTTON

2016, 2019 - Present

As a QA Lead at Panic Button, I played a key role in shipping and maintaining high-profile AAA ports across Xbox, PlayStation, PC, and Nintendo Switch. I worked directly with cross-functional teams to build test plans, monitor live issues, and drive quality across multiple titles. Whether it was prepping for major certification passes or coordinating day-one patches, I kept things moving smoothly from development to launch and beyond. At InMotion, I worked on a range of mobile titles, focusing on feature testing, performance, and user experience across iOS and Android. It was a fast-moving environment, and I wore a lot of hats—from writing test cases to validating backend updates and helping improve testing efficiency across the team.

  • Led QA efforts on major titles like Starfield, Skyrim, Fallout 4, Forza Horizon 5, and DOOM Eternal

  • Worked across multiple platforms and engines (Unity, Unreal) to ensure parity, performance, and compliance

  • Built and maintained test plans, tracked bugs in JIRA, and ensured QA documentation was up-to-date and accurate

  • Coordinated with developers, producers, and external partners to align on release goals and fix priorities

  • Supported live operations with fast triage, hotfix validation, and regression sweeps

  • Trained and mentored new QA team members, creating scalable workflows and onboarding resources

  • Used Jenkins and Xbox Manager to create builds, verify check-ins, and manage deployment pipelines

  • Collaborated with localization teams and helped test across multiple regions and languages

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QA Analyst 

EA MOBILE, CERTAIN AFFINITY

2016, 2019 - Present

At both Certain Affinity and EA Mobile, I worked hands-on with large, fast-paced teams on some of the industry's most well-known franchises. I focused on console and mobile QA, ensuring gameplay polish, compliance readiness, and solid player experiences from dev builds to final launch. It was all about attention to detail, collaboration with devs, and adapting quickly to shifting priorities and new content drops.

  • At Certain Affinity: Supported multiplayer FPS and action titles on Xbox and PC, tested network stability, maps, and UI/UX consistency

  • At EA Mobile: Helped test and ship multiple mobile titles, including F2P and licensed IPs, with a focus on live ops events and monetization balancing

  • Created and executed test plans across multiple platforms while working closely with engineers and producers to resolve high-priority issues quickly

QA Tester

KINGSISLE, POLE TO WIN

2013 - 2015

My early QA days at KingsIsle and Pole To Win gave me a solid foundation in game testing across a variety of genres and platforms. I cut my teeth on bug hunts, UI checks, and gameplay testing—learning how to write airtight repros and spot issues others missed. These roles taught me the discipline of QA and how vital communication is when collaborating with dev teams under tight deadlines.

  • At KingsIsle: Supported kid-friendly MMOs like Wizard101 and Pirate101, focusing on progression bugs, quest validation, and balance testing

  • At Pole To Win: Worked on a range of third-party titles from mobile to console, including localization QA, functionality, and compliance verification

  • Logged, tracked, and regressed bugs in JIRA while helping train incoming testers on process and best practices

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Unofficial Roles

VARIOUS GAME STUDIOS

2016, 2019 - Present

Throughout my QA career, I’ve naturally taken on responsibilities beyond testing—wearing many hats across data analysis, automation, project coordination, and even team culture. Whether in a AAA studio or a scrappy indie, I’ve leaned into roles that helped the team move faster, smarter, and with more heart. And I am dedicated to making sure I'm constantly growing and learning.

  • Data Analyst: Built dashboards and reports to track bug trends, velocity, and release health for more informed decision-making.

  • QA Automation Engineer: Scripted lightweight automation and helped integrate Jenkins pipelines to speed up regression testing.

  • AI Researcher: Used LLMs to improve bug triage, test planning, and knowledge-sharing systems across QA.

  • Project Manager: Led sprints, handled JIRA boards, and kept dev/test alignment tight across milestones.

  • Producer: Supported milestone planning, flagged feature risks early, and acted as QA's voice in production.

  • Office Manager / Culture Keeper: Ran onboarding, internal docs, and team-building at smaller studios where QA helped shape the vibe. Created and ran weekly trivia for the studio.

  • JIRA Admin: Created workflows, dashboards, and automations to streamline QA visibility and daily ops.

  • Elementary Art Teacher: Pre-games career where I learned creative problem-solving, clear communication, and crowd control.

  • Tech Support: Provided first-line support for tools/hardware issues and onboarded new teammates

CREDITS

PORTS, REMASTERS, LIVEOPS, LAUNCH.

Full list of the 20+ launched titles I have contributed to throughout my 12 years in the industry.

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Skyrim 10th Anniversary

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Starfield Creations

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Fallout 4

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Unannounced Big Title

PC (Steam, MSS, GoG, Epic), Switch, PS4/PS5, XB1/XSX

PC (Steam, MSS, GoG, Epic) PS4/PS5, XB1/XSX

Xbox Series X, PS5

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Bendy and the Dark Revival

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Star Wars Jedi: Fallen Order

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Forza Horizon 4

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Forza Horizon 5

PS4/PS5, XB1/XSX

PS4/PS5, XB1/XSX

Xbox Series X

PS5

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Doom Eternal

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Wolfenstein: Youngblood

Torchlight II

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Apex Legends

Switch

Switch

Switch

Switch

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Doom (2016)

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Call of Duty: Modern Warfare 2

The Simpsons Tapped Out

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Final Assault

PC, PS4, Xbox One

PC, PS4, Xbox One

Mobile

PC, VR

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Zumba: World Party

Tech Support

PC Online Multiplayer

PC Online Multiplayer

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GTA Online

Tech Support

PC Online Multiplayer

PC Online Multiplayer

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Pirate101

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Tech Support

PC Online Multiplayer

PC Online Multiplayer

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Wizard101

Tech Support

PC Online Multiplayer

PC Online Multiplayer

Xbox One - Kinect

Tech Support

PC Online Multiplayer

PC Online Multiplayer

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Hometown Story

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Tekken 6

Walking Dead

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The Wolf Among Us

Nintedo 3DS

PS3 and Xbox 360

PS Vita

PS Vita

Lyndsay Pistella

2025

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