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Super beyond, super blue, and super in VR!

Beyond Blue VR was one of the greatest challenges I had faced in my career. I was put into a Lead QA position, and whilst was admittedly overwhelmed at first, created a strong resolve to push through for my team.

Through this experience I learnt leadership and communication skills that greatly honed my resolve, passion and dedication to craft. Through numerous challenges and hardship, I grew stronger, more resilient, and more adaptable to learning tools and tricks of VR development and QA leadership.

πŸ‹ Key Roles πŸ‹

πŸ‹ Creating and maintaining onboarding documentation for new QA who were starting on the project

πŸ‹ Delivering week by week content updates for the client, including voiced over gameplay videos, feature updates, and full length gameplay

πŸ‹ Tested and validated release candidates, whilst directing QA on best testing practices and weekly deliverables for the client

πŸ‹ Challenges πŸ‹

πŸ‹ Maintaining a positive and productive work attitude in an extremely high pressure environment with short deadlines

πŸ‹ Differentiating work between what I logically could manage to complete and what needed to be completed

πŸ‹ Prioritizing what was plausible before nice-to-haves

πŸ‹ Learning how to work with a more complex user experience with augmented reality

πŸ‹ Outcomes πŸ‹

πŸ‹ Became faster at prioritization, and becoming realistic with goals and expectations both work-wise and personally

πŸ‹ Developed strategies to cope with high pressure environments and high expectations

πŸ‹ Incredibly more familiar with the requirements of both the Quest VR system and with Oculus development platforms

GAMEPLAY TRAILER

Find the gameplay trailer and game listing on the META store here

IMPROVING PERFORMANCE THROUGH DESIGN

πŸ‹ Challenge πŸ‹

One of Beyond Blue VR’s last hurdles was reaching an acceptable performance rate of 72fps.

In designing the levels, we had originally wanted to create these large, vast spaces of sweeping grandeur that gave the player that β€˜wow’ factor.

Unfortunately, VR devices did not like us for that.

In running the Unity Profiler and running extensive tests in both the Quest 2, and the Quest 3 (both versions being target platforms), it was safe to say that these wide, sweeping plains were one of the main reasons we were not hitting target. This was discovered through a mix of manual testing using the Meta Quest Developer HUD’s handy device profiler, as well as performance reports through the Unity Profiler whilst running the game in editor.

Areas were then rearranged to block direct lines of sight to large clusters of assets, and assets with high LODs were trimmed down to half their size. This was effective in the long run, and proved successful results whilst working in tandem with META’s QA team.

CONTROL, MANAGEMENT, ASSURANCE

QUALITY CONTROL

πŸ‹ Worked with Blip Sounds to test and validate their sound work before merging it into the project

πŸ‹ Created supporting documentation for the team to clearly convey Meta Quest requirements and benchmarks for launching on the Meta Quest Store

πŸ‹ Created client facing documentation to clearly convey performance results and developer endeavours to reach required benchmarks

πŸ‹ Communicated with art and production to deliver risk and performance metrics before proceeding into the next sprint

QUALITY MANAGEMENT

πŸ‹ Created and maintained onboarding documentation for new QA who were starting on the project

πŸ‹ Attended production capacity meetings to communicate and assess QA responsibilities and scheduling for the next sprint

πŸ‹ Re-evaluated to production the best and most practical use of QA time on the project, reshuffling department priorities and process to fit the flexing project needs

πŸ‹ Conveyed weekly reports to the rest of the QA team to promote a culture of transparency

QUALITY ASSURANCE

πŸ‹ Functionality tested developer features to ensure they met a set criteria outlined by production

πŸ‹ Smoke tested client-facing build candidates at the end of each sprint

πŸ‹ End-to-End and released tested release candidates to ensure the current and final state of the game encapsulated client needs

πŸ‹ Prioritised bugs based on criticality and communicated with development and production as to what issues should be expedited immediately

GAMEPLAY IMAGES

Find the gameplay trailer and game listing on the META store here