Portfolio

The Inpatient (VR)

QA Testing
VR Testing
Unreal Engine 4
Leadership
Confluence

As a Development QA Tester, I mastered VR testing for this narrative driven prequel to Until Dawn, focusing on branching story paths and coordinating a multi-site QA team.

A tense scene from the VR horror game The Inpatient.

Company: Supermassive Games / Sony Interactive Entertainment

Project Overview

The Inpatient was a psychological horror game developed exclusively for PlayStation VR and served as a narrative prequel to the hit title Until Dawn. The project’s goal was to leverage the immersive power of VR to create a tense, atmospheric experience where player choice directly impacted the game’s branching storyline.

My Role & Responsibilities

As a core member of the development QA team, this project represented my first venture into the world of virtual reality testing. My responsibilities included:

  • Mastering VR Testing: Quickly learning the unique challenges and requirements of testing on the PlayStation VR platform, including comfort, performance, and hardware specific issues.
  • Coordinating a Hybrid Team: Taking a leadership role in onboarding several testers from Sony’s internal QA team, assigning their daily tasks, and getting them up to speed on the project.
  • Creating Test Documentation: Authoring detailed test plans and guides in Confluence to facilitate collaboration between our core team and a remote testing team based in Liverpool.
  • Narrative & Lore Integrity: Paying exceptionally close attention to story details to ensure all references and plot points were consistent with the established lore of the Until Dawn franchise, a key expectation for the dedicated fanbase.

The Challenge

The primary challenge was adapting to an entirely new platform. Testing in VR for the first time required a complete shift in approach, focusing on player comfort and immersion in addition to standard functionality. Furthermore, coordinating a distributed team of both in house, embedded, and remote testers presented logistical challenges that demanded clear, concise documentation and strong communication to ensure everyone was aligned.

Gameplay Highlights

Here is a highlight from the scenes in VR that I was responsible for testing.

A scene from  The Inpatient

My Approach & Actions

  • Became a VR Platform Expert: I dedicated myself to learning the ins and outs of VR testing, quickly becoming a knowledgeable and efficient tester on the new hardware.
  • Mentored and Led New Testers: I took the initiative to guide the incoming Sony testers, providing them with the necessary knowledge and daily test plans to integrate seamlessly into our workflow.
  • Developed Remote Testing Resources: To overcome the challenges of working with the Liverpool team, I created robust testing guides in Confluence that served as a single source of truth for test cases and project knowledge.
  • Championed Lore Consistency: I meticulously tested all narrative paths and permutations, flagging inconsistencies with the original Until Dawn story. I successfully advocated for several changes to be made, ensuring the final product would meet fan expectations.

Impact & Results

  • My rapid mastery of the VR platform was recognized by designers and producers, establishing me as a reliable and key member of the QA team for future VR projects.
  • My leadership and coordination efforts successfully integrated external testers into the team, increasing testing bandwidth and efficiency during a critical phase of the project.
  • The detailed test plans I created in Confluence enabled effective collaboration with the remote team, ensuring consistent testing quality across multiple sites.
  • My keen attention to narrative detail was praised by colleagues and directly contributed to a more coherent and faithful prequel, which was crucial for satisfying the loyal Until Dawn fanbase.

Technologies & Tools Used

  • DevTrack (for bug reporting and tracking)
  • Confluence (for test plans, guides, and QA knowledge base)
  • Unreal Engine 4
  • PlayStation VR
  • Proprietary Supermassive Games debug tools