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Working on Halo​

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If Bungie was the studio I dreamed of working for as kid, but Halo was the game I always wanted to work on. In 2007 when Halo 3 released with Forge Mode it was my first exposure to level design and is what originally inspired me to pursue a career in gaming.

 

After honing my skills at local tech company called Prometheus Group I was finally able to take that next step into Test Engineering. On top of that I was also given my own QA team to manage while working on Halo Infinite. 

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The job wasn't easy and there was many ups and downs. The team had lost a lot of good talent and moral was down, but we kept pushing. In the end I've never been more proud of the work we did and how we turned the game around.

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Job & Responsibilities 

 - Software Test Engineer -

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  • Using the Level Editor to create Test Levels

  • Work with product owners, developers and QA management to define acceptance criteria

  • Using Audio tools like Wwsie to capture and report audio issues

  • Building test strategies and test plans to cover multiple features

  • Planning around functional, qualitative, and performance testing efforts

  • Being the POC between QA, Leadership, Design, & Production for Audio

  • Relay information to the team about the state of Audio and upcoming changes

  • Create, modify, and execute test cases using ADO

  • Providing weekly status updates for my team 

  • Identifying risks and planing testing coverage for upcoming features/releases

  • Providing QA time estimates for Test Passes 

  • Deploying servers for testing

  • Creating QA reports after Sprints

  • Running nightly QA Automation

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Reed Mosby

© 2017 by Reed Mosby. Proudly created with Wix.com

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