I joined the early development phase of Beautiful Light, an atmospheric, narrative-driven indie game developed by a two-person team back then. My involvement focused on QA testing and gameplay evaluation, where I identified bugs, design inconsistencies, and usability issues during key prototype phases.
I worked closely with the developers to deliver structured feedback across multiple builds, focusing on gameplay feel, pacing, and player onboarding. My input directly contributed to refining core mechanics and improving the first-time player experience. Though the game remains unreleased, the foundation laid during those early evaluation stages helped shape its direction and polish.
Contributed to QA testing and gameplay evaluation during the early beta phases of Synced: Off‑Planet, a PvE/PvP sci-fi shooter by NEXT Studios. Focused on testing core combat loops, syncing mechanics, enemy AI behavior, and progression systems.
Provided detailed bug reports and gameplay feedback, helping surface issues related to weapon feel, movement responsiveness, and UI clarity. Also flagged balancing concerns in PvP encounters and gave suggestions to improve pacing and player guidance. My input supported the dev team in tightening gameplay flow and improving the onboarding experience during closed testing periods.
Participated in closed testing for Mecha BREAK, a high-speed mech action game. Focused primarily on identifying gameplay-breaking bugs, animation glitches, and UI inconsistencies across various mechs and combat scenarios.
Logged detailed bug reports and edge cases, helping the developers address mechanical desyncs, camera issues, and collision bugs. Provided feedback on system performance and responsiveness during high-intensity multiplayer engagements to assist with stability and polish before public testing phases.
Took part in the final QA testing phases of THE FINALS, a fast-paced, team-based FPS by Embark Studios. Focused on identifying last-minute bugs, performance issues, and gameplay inconsistencies across maps, classes, and destructible environments.
Tested gameplay flow, movement responsiveness, and UI/UX clarity under stress scenarios. Provided actionable bug reports and feedback that supported final balancing adjustments and polish before release.
Evaluated Deceive Inc., a stylish multiplayer stealth game, during its early public testing phase. Focused on analyzing core gameplay loops, class balance, disguise mechanics, and player onboarding experience.
Provided structured feedback on pacing, UI clarity, and ability readability across agents. Highlighted edge cases and gameplay confusion points that impacted player decision-making and flow. Feedback was shared directly through official channels and used to support design tweaks during the final balancing phase.
Participated in community testing sessions for Deceit 2, a social deception horror game built in Unreal Engine 5. Focused on identifying bugs, gameplay exploits, and network sync issues during multiplayer sessions.
Submitted feedback on player movement, infection mechanics, and in-game communication clarity. Helped surface edge cases around map visibility and player detection, contributing to overall polish leading up to release.
Contributed to early-stage evaluation of Insurgency: Sandstorm, providing gameplay feedback on core mechanics such as gunplay, AI behavior, and multiplayer pacing. Assisted in identifying UI inconsistencies, visual clarity issues, and accessibility concerns.
Supported the localization process by reviewing Arabic translations, spotting contextual errors, and ensuring proper linguistic flow for menus, HUD elements, and in-game text. Helped improve the overall Arabic language experience for Middle Eastern players, bridging communication between the player community and the developers.