UpDoer Technology
Specialized

Game testing that covers devices, networks, telemetry and how the game feels

A game can run perfectly on the developer's machine and fall apart on a mid-range phone, on a flaky connection or after three hours of play. We test across devices and sessions, validate the analytics you steer by, and put human players on the parts only people can judge.

Overview

What it is. Game testing covers gameplay, progression, multiplayer and online services, purchases, compatibility across devices, performance and stability, telemetry accuracy and the overall player experience.

Who it is for. Studios and publishers of mobile and online games, platforms with live events and in-game economies, and teams who rely on analytics to steer design.

Why it matters

The problem it addresses. Games are interactive, stateful and often online. Faults emerge from long sessions, odd sequences, network trouble and the long tail of devices, and some of the most important problems, such as unfairness or frustration, are not defects in a bug-tracker sense.

When it matters most. Before soft launch and launch, before live events and seasonal updates, when adding platforms or monetisation, and when analytics and player reports disagree.

What happens without it. Crashes and stalls drive refunds and bad reviews; store thresholds reduce visibility; wrong telemetry sends design decisions in the wrong direction.

What we test

  • Gameplay functional testing

    rules, progression, save and load, edge cases and exploits

  • Multiplayer and online services

    matchmaking, latency, desynchronisation, reconnection

  • In-game purchases and economy

    purchase, entitlement, restore and refund flows

  • Device and OS compatibility, including controllers and input methods

  • Performance and stability

    frame rate, load times, memory, thermal and battery behaviour, crash and ANR rates

  • Analytics and telemetry validation across platforms

  • Launch and live-event load behaviour

  • Accessibility options, using game accessibility guidelines as a checklist

  • Localization of in-game text and store content

How UpDoer approaches Game Testing

  1. Understand

    Requirements, tickets, code diffs and product context.

    We learn the game's design intent, target devices, platforms, monetisation and live-ops plans, and what players already complain about.

  2. Risk Mapping

    Where a failure would cost the most.

    Systems are ranked by cost of failure, such as purchases, progression loss and crashes on popular devices, and by how often they change.

  3. Test Strategy

    Coverage chosen, test cases drafted.

    We define the device matrix, the session lengths and network conditions to test, and the telemetry events that must be correct.

  4. Execute

    Manual and automated testing runs.

    Testers play through scripted and exploratory sessions on real devices, with long, interrupted and poor-network runs, and automation covers stable flows.

  5. AI-Assisted Quality Engineering

    Failures classified, release risk scored.

    AI clusters crashes and telemetry anomalies, compares frames and screens across devices and summarises playtest notes into themes.

  6. Human Verification

    A QA engineer checks every flagged result.

    Human playtesters judge feel, fairness and comfort, and QA engineers confirm which defects are reproducible and how severe they are.

  7. Report & Improve

    The verified quality signal, then better coverage.

    Reports present stability and compatibility results, telemetry correctness, open design concerns and a launch-readiness view, with gaps stated.

See the full methodology →
UPDOER / SERVICEAI assistsHuman validates

Game testing: devices, sessions and how it feels

  1. 01

    Where it breaks

    Crash on one phone modelDesync after long playEvents fire twice
  2. 02

    Test workflow

    Game clientGameplayDeviceTelemetry
  3. 03

    AI assists

    Cluster crash signaturesFlag telemetry anomaliesCompare frames
  4. 04

    Humans decide

    Playtesters judge feelConfirm real-device behaviour
  5. 05

    Release signal

    Stability by deviceTelemetry correctLaunch call by a person

Illustrative workflow. Not a client result or a measured outcome.

Game testing matrix

A dash means no AI step is described for that area.

  • Area: Gameplay and progression

    WHAT WE VALIDATE
    Rules, saves, edge cases, exploits
    AI ASSISTANCE
    Drafts scenarios from design docs
    HUMAN VALIDATION
    Playtesters judge feel and fairness
  • Area: Multiplayer and online

    WHAT WE VALIDATE
    Matchmaking, latency, desync, reconnect
    AI ASSISTANCE
    Clusters failures by network condition
    HUMAN VALIDATION
    Reproduces and assesses real-world play
  • Area: Purchases and economy

    WHAT WE VALIDATE
    Purchase, entitlement, restore, refund
    AI ASSISTANCE
    —
    HUMAN VALIDATION
    Judges player-facing impact
  • Area: Devices and input

    WHAT WE VALIDATE
    Device models, OS versions, controllers
    AI ASSISTANCE
    Groups crashes by device
    HUMAN VALIDATION
    Confirms on real hardware
  • Area: Performance and stability

    WHAT WE VALIDATE
    Frame rate, load time, memory, thermal, crash and ANR
    AI ASSISTANCE
    Summarises session metrics
    HUMAN VALIDATION
    Interprets with engineers and the store thresholds
  • Area: Telemetry

    WHAT WE VALIDATE
    Event correctness, order and volume across platforms
    AI ASSISTANCE
    —
    HUMAN VALIDATION
    Confirms against the analytics plan
  • Area: Accessibility

    WHAT WE VALIDATE
    Subtitles, remapping, difficulty, visual and motor options
    AI ASSISTANCE
    Not applicable
    HUMAN VALIDATION
    Evaluates against the guidelines

Where AI helps

  • Clustering crash logs and error traces by signature and device to find repeated causes.
  • Summarising playtest notes into themes, with the original notes kept for reference.
  • Drafting scenarios from design documents for testers to refine.

How we use AI: AI can accelerate test design, analysis and repetitive QA work, but important outputs remain subject to human review and validation. It informs the release decision; it does not make it.

Where humans matter

  • Judging whether the game is fun, fair, well paced and comfortable to play.
  • Exploring unscripted behaviour: odd sequences, exploits, rule-breaking.
  • Testing feel on real devices: touch response, heat, battery and interruptions.
  • Deciding whether a visual or audio flaw detracts from the experience.
  • Evaluating accessibility options and content suitability for the audience.

Tools we build with

Automation
SeleniumPlaywrightAppiumKatalonTestComplete
API & Performance
PostmanSoapUISwaggerApache JMeter
CI/CD & Reporting
JenkinsTeamCityAllureMaven

Frequently asked questions

Which platforms and engines do you test?

Mobile games across iOS and Android are covered in our published work. Console, PC and specific engines are confirmed in scoping, and we say so where we lack experience.

Do you handle console certification?

Platform certification requirements are normally shared directly with platform partners. We do not claim certification experience unless it is confirmed for your platform.

Can you validate our analytics events?

Yes. We test that each key event fires correctly across platforms and sessions, and we report discrepancies with evidence.

Can AI replace playtesters?

No. AI helps analyse logs, telemetry and screens. Whether a game is fun, fair and comfortable is judged by people playing it.

Ready to see how it runs on your product?