

The challenge:​
Before any game can be officially released on Xbox or PC under Xbox Certification, it needs to comply with a long list of requirements.
With a complex, system-heavy shooter like Ready or Not, there were many things to look over and report to make sure that we passed certification. With a multiplayer system, it also adds a bunch of requirements and rules to follow.
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My Role:
One of my responsibilities was to ensure that Ready Or Not passed certification on both Xbox Console and PC.
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Tasks and work in this area included:
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Performing full certification-compliance passes using Microsoft's XR checklists
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Verifying stability, performance, title behavior, and system-level compliance across single-player and multiplayer
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Testing save and load integrity, storage behavior, and compatibility after patches
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DLC and entitlement checks, and ensuring the correct package structure
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Documenting and reporting certification-critical issues, then verifying all fixes before submission
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Running regression passes on release candidates to ensure no new certification blockers appear​
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The result:
Thanks to the thorough pre-submission testing and team collaboration, the game passed Microsoft Certification on the first submission.
This demonstrated the reliability of the build, the quality of the issue tracking, and the precision of the QA work that led up to the release.
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After the release, we kept up with the QA cert help whenever the game received any DLCs or updates, and it also went smoothly.
Unfortunately, images of the workflow cannot be shared due to NDA.​
General QA Work
The challenge:
Ready or Not is a complex tactical shooter with deep systems, advanced AI, and large interactive levels. Ensuring a stable and polished experience across both PC and consoles required thorough testing across all gameplay systems, UI, levels, weapons, and multiplayer features. With multiple co-development teams working simultaneously, maintaining consistency and catching regressions early was critical to avoiding large-scale issues later in production.​
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My Role:
As part of the QA team at Northify, I was responsible for identifying, documenting, and verifying a wide range of issues across the entire game. My work covered areas such as:
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Gamepad-specific issues — extensive testing of controls, navigation, menus, and interactions to ensure console-ready usability
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General gameplay issues — unexpected behaviors, broken interactions, and edge cases that affected player experience
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AI (SWAT teammates, civilians, and enemies) — reporting incorrect behaviors, navigation problems, response delays, and inconsistent commands
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Graphical issues — lighting glitches, texture problems, shadow inconsistencies, and visual artifacts
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Weapon-related issues — animations, behavior inconsistencies, reload problems, and attachment bugs
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Level issues — collision errors, softlocks, stuck spots, missing geometry, and objective problems
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Multiplayer issues — connectivity, synchronization errors, and cross-platform behavior
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UI and UX issues — layout problems, menu inconsistencies, and control mapping issues
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LOD issues — verifying visual quality, pop-in, and model-switching behavior
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My process included reproducing issues reliably, writing clear and actionable reports, collaborating with developers on fixes, and performing verification passes once issues were resolved. I consistently re-tested fixed issues to ensure they were fully resolved and did not reappear in later builds.
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The result:
This ongoing and systematic QA work significantly improved the stability, console readiness, AI behaviour, and overall player experience of Ready or Not. It ensured that major systems and features behaved as intended, that console controls and UI met expected quality standards, and that the game maintained a high level of polish throughout development.
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