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Magic Design Studios Experience

Project

Unannounced project

Position

QA Tester

Period

June 2024 - May 2025

QA Tasks

When I joined Magic Design Studios, my first tasks were to get familiar with the project and, most importantly, to test the game. Since I was new to the team, the studio took the opportunity to have me playtest the game in development in order to gather fresh feedback. My goal was to play the game and take note of any remarks, moments of satisfaction, discomfort, or confusion I experienced during my play sessions. I then compiled this feedback into a report using the studio’s internal documentation tool.

Once I had a good overview of the game, my lead began introducing me to the main tools and workflows I would be using daily throughout my internship:

  • Retrieving the latest builds, including all updates made by the creative team.

  • Setting up capture tools (images and videos) to attach visual references to bug reports – Screenshots: ShareX | Videos: GeForce Experience / OBS Studio.

  • Getting familiar with the bug reporting software and setting up my own personal workspace. Implementing an efficient work method and learning the various technical terms related to the QA department.

  • Understanding how the internal versioning and automation tools work, and how they’re used within the studio.

From that point on, I was able to begin my various tasks as a Quality Assurance intern, gradually gaining more autonomy each week.

During my internship, I occasionally carried out more specific tasks when particular needs arose:

  • Testing on a Steam Deck devkit: We aimed to test certain builds specifically designed for this device, in order to determine whether performance and functionality met expectations.

  • Running tests with specific conditions: As part of more detailed test plans, we sometimes had to test the game using a VPN to simulate a slow connection, ensuring the game remained stable and functional even under high latency. Additionally, to verify performance stability, we could rely on profiling tools.

  • Reviewing every feature: We had access to a document listing each feature of the game, along with detailed test cases for each one. The goal was to test every element thoroughly and make sure it behaved as intended.

  • Meetings with the publisher: I took part in video conference meetings with our publisher to discuss expectations and goals for the coming weeks and months.

  • Assisting with playtest supervision: As part of the project’s development, we organized both internal and external playtests. These sessions aimed to gather player feedback and compare it to the design intentions. The internal playtest focused specifically on onboarding, observing player reactions and understanding their behavior, while the external playtest collected feedback on the first major section of the game.

LD / GD Tasks

During my time at Magic Design Studios, I had the opportunity to take part in a wide range of tasks related to both level design and game design, which allowed me to significantly develop my skills and gain a deeper understanding of game development as a whole.

One of my main responsibilities was to provide detailed and well-documented feedback on several key aspects of the project in development.

I contributed to the analysis of the core gameplay loop, identifying its strengths and areas for improvement. I also focused on the game feel, paying attention to the responsiveness of controls, the fluidity of gameplay mechanics, and the clarity of visual and audio feedback. In addition, I took part in discussions around the overall game balance, assessing difficulty, pacing, and player progression.

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Beyond feedback and analysis, I also had the chance to design a level layout, carefully crafting a spatial structure that aligned with the game’s vision and intentions. This involved thinking through player progression, enemy placement, interactive elements, and the overall readability of possible paths. I then brought this layout to life by building a first playable version of the map within the game engine, working within the technical and artistic constraints of the project. This hands-on experience gave me valuable insight into prototyping and collaborating with other production teams.

This immersion in a professional setting allowed me to better understand the realities of game production, while also strengthening my ability to propose concrete ideas, test them, and refine them based on team feedback.

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