QA Engineer · PC & VR · 8 Yrs Testing · 10 Yrs Engineering

Moses Kamau Mbugua

QA Engineer · PC & VR · Embedded Development · Performance & Release Testing

QA engineer with 8 years of hands-on game testing across PC, VR, iOS, and Android, most of it embedded inside development teams. Underneath that are 10 years of shipping games as a Unity/C# and Unreal developer — enabling me to trace bugs directly to their root cause in profiler traces, crash logs, and engine code instead of only describing symptoms.

Nairobi, Kenya (UTC+3, full overlap with EET) · Remote
+254 707 896 271
01 // Technical Case Studies

Deep-Dive Performance & QA Investigations

Featured Technical Case StudyUnity · WebGL · 40+ NPCs

Diagnosing and Fixing Crowd Performance in a Unity/WebGL Third-Person Game

A multi-layered performance investigation on Cat Distribution Network. Uncovered four masked bottlenecks: broken LOD 3 culling (0% transition threshold), empty-but-enabled modular SkinnedMeshRenderers, deceptive Editor IMGUI / GC plateaus, and camera-proximity LOD0 polygon explosion.

Frame Rate

60+ FPS

Stable WebGL
Build Size

26 MB

Budget: <50 MB
Crowd Size

40+ NPCs

NavMesh-driven
Approach

Profiler-1st

Zero guesswork
Featured QA & Release Case StudyFuncell Games · Android Mobile

Release Testing on Pawn to Don: Branching Narrative Validation & Soft-Lock Investigation

Owned release-candidate validation end-to-end for a 30-day branching narrative RPG. Solved the testability challenge of dozens of branching paths with a save-file checkpoint library, and diagnosed an elusive logless soft-lock by correlating analytics breadcrumbs with Unity Profiler frame spikes dropping animation events.

Store Scale

1M+ Downloads

4.4★ (21.2k reviews)
Validation Matrix

3 Device Tiers

Low-end to high-end
Regression Speed

Save Library

Minutes vs. hours
Root Cause Fix

Architectural

Beyond symptom
02 // Career History

Hands-On Testing & Engineering Experience

QA Tester

Good Gamer Group · Nairobi, Kenya

2025 – Present
  • Primary role testing PC games and companion software under active development.
  • Tested VR titles and applications, including testing Meta’s VR development tools (a custom engine for building VR titles).
  • Hands-on testing with Meta Quest 2 and Quest 3 hardware using Steam Link and Horizon Link for PC VR verification.

QA / Release Testing (Embedded in Development)

Funcell Games · Nairobi, Kenya

Oct 2024 – Nov 2025
  • Owned full release-candidate validation for Pawn to Don (Unity, Android; 1M+ downloads, 4.4★) before every Google Play submission: startup time, 30fps floor, orientation, UI & settings, full gameplay play-throughs, analytics events, and Addressables/DLC loading.
  • Ran validation passes across 3 device tiers (low-end to high-end, 45m to 1h 45m per pass). Sign-off bar: zero crashes, zero progression blockers, verified analytics.
  • Tracked bugs in Jira with severity and priority logged separately; every report included repro steps, build number, platform, and save capture. Triaged with devs 2x/week.
  • Built a library of save files at key story points so regression could jump straight to affected sections of a 30-day branching narrative instead of replaying full playthroughs.
  • Investigated a non-crashing soft-lock with no exception or ANR: used analytics breadcrumbs + Unity Profiler + in-build FPS overlay to isolate a frame spike dropping animation events that progression depended on. Flagged root cause and absence of a progression failsafe.
  • Executed battery and network resilience testing on Android using dumpsys, Battery Historian, and Charles Proxy (degraded connections, dropped connectivity, reconnection).
  • Built a multi-platform CI/CD pipeline with GitHub Actions (GameCI) running automated unit and integration tests covering game logic, inventory systems, and network payload serialization.

Founder & Studio Lead (QA & Release Testing)

Mesmerize Studio · Nairobi, Kenya

2016 – Present
  • Ran pre-release testing on the studio’s mobile and interactive titles before Google Play and App Store submission, and reviewed partner builds before release.
  • Owned iOS and Android store submission end-to-end, including production test tracks and staged rollout sign-off.
  • Profiled iOS battery usage with Xcode Instruments (Energy Log), and integrated and debugged third-party SDKs in Unity projects.

Lead Developer (QA across a live portfolio)

Usiku Games · Nairobi, Kenya

2020 – 2021
  • Ran continuous testing across a portfolio of live HTML5 games and reported issues back to engineering teams.
  • Rebalanced live titles (difficulty, pacing, progression) using PlayFab and Firebase analytics, funnel analysis, and retention tracking.

Game Developer (QA)

Internet of Elephants · Nairobi, Kenya

2018 – 2019
  • Playtested features and full builds before rollout on AR experiences, and built Unity editor tooling for the content team.

Interactive Experience Designer

Bean Interactive · Nairobi, Kenya

2016 – 2017
  • Designed and programmed mobile games and VR/AR experiences for physical brand activations.
03 // Tooling & Methodology

QA Tools, Platforms & Process

Testing & Release Validation

  • >Structured release-candidate checklists (device/platform, UI, gameplay, technical)
  • >Repeatable verification passes with full retest after failed builds
  • >Go / No-Go rollout sign-off for Google Play & App Store

Bug Tracking & Test Management

  • >Jira (severity and priority tracked separately, clear repro steps)
  • >TestRail test case management & test suite organization
  • >In-house engine-integrated issue trackers

Profiling & Root-Cause Debugging

  • >Unity Profiler (CPU frame time, draw calls, memory, GC allocs)
  • >Android logcat, Xcode Instruments (Energy Log, memory leaks)
  • >In-build FPS overlays, Charles Proxy & Battery Historian

VR & Multi-Platform Hardware

  • >Meta Quest 2 & Meta Quest 3 hardware testing
  • >Steam Link & Horizon Link for PC VR workflows
  • >Familiar with OpenXR & SteamVR; VR development in Unreal & Unity

Engines & Engineering Foundation

  • >Unity & C# (10 years hands-on development & QA)
  • >Unreal Engine (including working knowledge of UE5; VR & game titles)
  • >Deep understanding of PC gaming & FPS gameplay mechanics

Automation & LiveOps Verification

  • >GitHub Actions + GameCI multi-platform build automation
  • >Automated unit & integration tests (game logic, inventory, network payloads)
  • >PlayFab, Firebase, Addressables/DLC delivery verification
04 // Education & Training

Credentials

2021 · Cape Town, South Africa

Hyper-Casual Games Training Programme

Crazy Hubs

2016 · Nairobi, Kenya

Diploma, IT Systems and Support

Nairobi, Kenya

05 // Contact

Get In Touch

Applying for QA Engineer, PC/VR Testing, and Technical Game Release roles. Based in Nairobi, Kenya (UTC+3, full overlap with EET), available remote worldwide.

Email

mosesgamedev@gmail.com

Phone

+254 707 896 271

Timezone

UTC+3 (Full EET Overlap) · Remote