Open to QA Manager, QA Project Manager & Release Management Roles

QA LEAD.
AAA
GAMING.

I don't just find bugs — I build the infrastructure that stops them reaching players.

Shipped Skull & Bones and The Division Resurgence at Ubisoft Singapore. 16+ years. 5 international studios. Now building indie games solo with AI.

16+
Years in QA
8+
Games Shipped
5
Studios Led
20+
Members Trained
Kousik Karthikeyan Dhanakkodi
Kousik Karthikeyan Dhanakkodi
QA LEAD · UBISOFT SINGAPORE

// about me

THE QA LEAD WHO BUILDS
WHAT DOESN'T EXIST YET

Most QA problems aren't QA problems. They're missing-process problems. And by the time a studio realises that, the launch window is already on fire.

On Skull & Bones, I inherited the monetization QA track mid-project — no pipeline, no handoff structure, no documentation. Just a live AAA game, a global team across multiple countries, and a release date that wasn't moving.

"It's not finding bugs. It's building the infrastructure that stops them from ever reaching players."

So I built it from scratch — across engine, rendering, network, and monetization. We shipped. That changed how I think about QA permanently.

Outside of AAA, I design and ship my own games using AI-assisted development and prompt engineering — because understanding how games are built makes me a sharper QA lead.

I work best with studios that are scaling, rebuilding, or shipping something they've never shipped before and need someone who can build the QA infrastructure to match.

Current Role
QA Lead
Ubisoft Singapore · 2020–Present
Location
Singapore 🇸🇬
Open to remote & relocation
Certification
Certified ScrumMaster® (CSM®)
Scrum Alliance
Notice Period
1 Month
Available for interviews immediately
Education
B.E. Computer Science & Engineering
Anna University, 2009

// featured work

AAA TITLES SHIPPED

Two titles. Two processes built from zero. Every metric below is a problem solved under live production pressure.

Skull and Bones
AAA Console Live Service
SKULL & BONES
PS5 · XBOX SERIES X/S · PC · UBISOFT SINGAPORE · 2024

Led Core Tech QA across engine, rendering and network — then inherited Monetization QA mid-project with zero existing process. Built both tracks from scratch across a global team.

60fps
Server & client optimised
7–9
Team size led
3
Studios coordinated
5yr
On project
The Division Resurgence
AAA Mobile Live Service
THE DIVISION RESURGENCE
ANDROID · IOS · PC · UBISOFT SINGAPORE

Rebuilt the entire build pipeline, release process and testing suite from scratch. Reduced build time by 61% and established Singapore regulatory compliance certification.

61%
Build time cut
9→3.5h
Pipeline optimised
7
Team size led
2
Studios aligned

// indie game development

6 GAMES. BUILT SOLO.
SHIPPED.

Outside of AAA, I design and ship my own games using vibe coding and prompt engineering. All playable in browser. Because building games makes me a sharper QA lead.

Play on itch.io ↗
Who Let the Sheep Out
WHO LET THE SHEEP OUT?
3D PLATFORMER · BROWSER

My first 3D game. Started with AI-generated base assets and iteratively optimised — integrating external assets, identifying loading bottlenecks, and adding layered loading screens. A hands-on lesson in 3D performance optimisation.

Play the Game ↗
SQUARES
SQUARES
PUZZLE · 45 LEVELS · BROWSER

Draw the single correct path to reach the target — one solution per puzzle, no shortcuts. 45 levels designed and shipped, with harder levels in active development. Built around the discipline of constraint-based level design.

Play the Game ↗
THIRUDAN
THIRUDAN
STEALTH PUZZLE · 2.5D · BROWSER

Inspired by the classic Commandos series. Researched the stealth mechanic from scratch and evolved the game from 2D to 2.5D during development. 3 progressively harder levels — each demanding timing, positioning and guard-pattern reading.

Play the Game ↗
Bloom Catcher
BLOOM CATCHER
ARCADE · BROWSER · BUILT FOR MY KIDS

Catch the flowers, avoid the stones. Built specifically for my kids — my first game with a full colour palette and cute visual design. Focused on immediate feedback and accessibility for young players.

Play the Game ↗
DOTS
DOTS
2D PLATFORMER · BROWSER

My first game with enemy AI. Built around strategy-based movement and escape mechanics — players must read enemy patterns and plan routes to survive. A deliberate step into implementing game AI behaviour.

Play the Game ↗
LINES
LINES
PUZZLE · 3 MODES · BROWSER

My very first game. Draw a line to guide a ball towards the target — across 3 different modes. The game that started everything.

Play the Game ↗

// expertise

SKILLS & TOOLS

QA Leadership
Game QALive Service QATest StrategyRelease ManagementStore Certification
Technical Testing
Performance TestingMultiplayer TestingBuild PipelineNetwork TestingClient-Server
Defect & Test Mgmt
JIRATestRailRedmineX-RaySputnikNitrate
Metrics & Debugging
GrafanaPIX CaptureCapFrameXGearstudioTriage
CI/CD & Automation
JenkinsTeamCityAppiumRanorexSeeTestHive
People & Process
Scrum MasterKPI Management1:1 CoachingAgileConfluenceMiro
Platforms
PS5Xbox Series X/SNintendoPCiOSAndroid
AI & Development
Prompt EngineeringVibe CodingAI-assisted DevPythonGherkin

// discography

GAMES SHIPPED

8+ titles across console, PC and mobile — spanning AAA studios and indie development.

Skull and Bones
PS5 · XBOX SERIES X/S · PC · UBISOFT SINGAPORE
The Division Resurgence
ANDROID · IOS · PC · UBISOFT SINGAPORE
Knights Contract
XBOX 360 · PS3
Ace Combat – Assault Horizon
XBOX 360 · PS3
Naruto Shippuden
NINTENDO 3DS
John Daly's ProStroke Golf
XBOX 360 · PS3
6 Indie Games (Solo)
BROWSER · KKARTHIKEYAN.ITCH.IO
Mobile Titles
BRIGHTWOOD ADVENTURES · MONSTERAMA PLANET · SHIPWRECKED · ENEMYLINES

// let's talk

BUILDING SOMETHING WITHOUT
A PLAYBOOK YET?

That's exactly where I do my best work. Currently open to senior QA Lead and Release Management roles in the games industry — or any tech environment that needs QA built right.

📩 kousik2371988@gmail.com 📱 +65 8643 5438
Skull and Bones
AAA · Console Ubisoft Singapore Live Service 2019–2024

SKULL
& BONES

PS5 · XBOX SERIES X/S · PC · RELEASED 2024

Skull & Bones is a naval action-adventure AAA live-service title by Ubisoft Singapore — one of the most ambitious games shipped out of Southeast Asia. I was embedded for 5 years, across two completely different QA tracks, managing globally distributed teams throughout.

CORE TECH QA

I led QA for the core technical systems — engine, rendering, and network. When I joined, there was no structured performance testing process. Starting with just one teammate, I built it entirely from scratch as the team and project scope grew.

  • Built the studio's first systematic performance testing framework — researched, evaluated and deployed metrics and optimisation tooling that hadn't previously existed, later adopted globally across Ubisoft
  • Designed and executed server-side and client-side performance tests across rendering, engine and network layers — directly contributing to achieving a stable 60fps on both server and client
  • Owned end-to-end multiplayer testing — stress testing network stability, latency and client performance under simulated global player load conditions
  • Ran targeted rendering and graphics QA — validating visual fidelity, LOD transitions, shader performance and resolution scaling across PS5, Xbox Series X/S and PC
  • Coordinated closely with engine and network engineers on triage and root cause analysis for complex technical defects — reducing escalation time across teams
  • Grew the team from 2 people to 7–9 as scope expanded, coordinating daily across Pune, Danang and Chengdu across 3 time zones

MONETIZATION QA

Midway through production I was handed the monetization QA track. No process. No pipeline. No documentation. The release date wasn't moving.

  • Built the entire monetization QA framework from zero — test strategy, pipeline structure, release handoff criteria and sign-off process
  • Covered all monetization systems — in-game store, premium currency flows, season pass content, live event items and entitlement validation across platforms
  • Established regression testing cycles for every live content drop — ensuring monetization systems remained stable through ongoing live-service updates post-launch
  • Aligned the monetization pipeline with core tech and release pipelines across a globally distributed team
  • Delivered the full track on schedule — contributing to the on-time AAA launch of Skull & Bones in February 2024

PEOPLE MANAGEMENT

  • Conducted monthly 1:1s and annual performance reviews — setting individual KPIs, tracking progress and providing structured development feedback
  • Produced monthly QA status reports and defect metrics dashboards for senior stakeholders and production leadership
  • Ran triage meetings and project planning sessions — prioritising defect queues and coordinating QA delivery across studios
  • Trained multiple QA team members across seniority levels — building team capability through the full production lifecycle
Skull and Bones gameplay
Key Outcomes
60fps
Server & client performance achieved
7–9
Person distributed team led
3
International studios coordinated
5yr
On project end-to-end
2
Tracks owned: Core Tech + Monetization
My Role
Core Tech QA Monetization QA Performance Testing Multiplayer Testing Team Management KPI Reviews Live Service
Skull and Bones
The Division Resurgence
AAA · Mobile Ubisoft Singapore Live Service

THE DIVISION
RESURGENCE

ANDROID · IOS · PC · UBISOFT SINGAPORE

The Division Resurgence is Ubisoft's mobile live-service entry in The Division franchise — a cross-platform title spanning iOS, Android and PC. I owned end-to-end QA for the Singapore studio's scope: full PC mandate compliance, mobile platform testing, live-service feature validation, build management and release gatekeeping.

PC MANDATE — FULL SCOPE

I owned the complete PC mandate process — not just the store, but every compliance requirement for Singapore. Built the entire framework from scratch.

  • Built and owned the full PC mandate QA process from zero — covering store certification, technical requirements, legal compliance and platform submission across all Singapore regulatory requirements
  • Executed primary store checks — validating the main storefront experience, product pages, pricing, purchase flows and entitlement delivery end-to-end
  • Executed secondary store checks — validating all in-game economy surfaces, secondary purchase journeys and entitlement flows across platforms
  • Established repeatable, documented processes that scaled across live-service update cycles

FEATURE & LIVE SERVICE TESTING

As a live-service title, TDR shipped continuous updates — each requiring full feature validation before release.

  • Tested all new features end-to-end across PC, iOS and Android — functional validation, regression coverage, cross-platform parity checks and edge case testing
  • Owned online services QA — validating backend connectivity, authentication flows, matchmaking, session management and server-side feature flags
  • Conducted telemetry validation on livestream DNA events — verifying that in-game actions correctly triggered analytics events in real time using Pylon, ensuring data integrity for live operations and product decisions
  • Validated iOS and Android builds independently — covering platform-specific UI, touch input, performance profiles, OS compatibility and store compliance across device tiers
  • Tested level design changes across multiple iterations — validating geometry, collision integrity, spawn points, gameplay flow, out-of-bounds exploits and visual consistency for every level update pushed to QA

BUILD MANAGEMENT & RELEASE GATEKEEPING

I acted as the quality gate between the development team and every branch — nothing moved without my sign-off.

  • Used Pylon to upload and manage builds across multiple branches — handling distribution to QA, certification and live environments
  • Gatekept all builds and branches — reviewing build health, validating stability criteria and approving or blocking promotion to the next stage based on QA status
  • Identified the critical build pipeline bottleneck and drove the cross-team initiative with build engineering to resolve it — reducing generation time from 9 hours to ~3.5 hours (61% faster)
  • Introduced automated macros for build transfers — eliminating manual bottlenecks across the pipeline
  • Designed a NAS storage notification system that proactively flagged capacity risks before they could affect active release windows

TEAM & RELEASE MANAGEMENT

  • Led a 7-person QA team across Singapore and Pune — coordinating daily operations, triage sessions and release planning across two locations
  • Collaborated with Paris and Newcastle studios on cross-platform release alignment and QA sign-off
  • Managed project planning meetings and cross-studio QA delivery coordination across live-service release cycles
The Division Resurgence
Key Outcomes
61%
Build time reduction
9→3.5h
Pipeline optimised
3
Platforms tested (PC, iOS, Android)
7
Person QA team led
My Role
PC Mandate QA Build Gatekeeping Pylon Telemetry / DNA Events Online Services QA iOS & Android QA Release Management Store Certification Team Management