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. Now the first QA on a new Ubisoft title, building the whole QA function with AI agents.
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.
So I built it from scratch — across engine, rendering, network, and monetization. We shipped. That changed how I think about QA permanently.
Today I'm the first QA on a new Ubisoft title, and I'm building the whole QA function with AI agents (Claude Code) as my engineering partner. I design every tool, approve every plan, test the results and own the outcomes.
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.
Unannounced Ubisoft title · Oct 2026 – Present. First and only QA on the project, building the QA function from scratch with Claude Code under a plan-review-approve workflow.
Two titles. Two processes built from zero. Every metric below is a problem solved under live production pressure.
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.
Owned release gating and PC store certification across PC, iOS and Android. Drove a cross-team initiative that cut build time by 61%, and owned Singapore regulatory compliance.
Outside of AAA, I design and ship my own games using AI-assisted development and prompt engineering. All playable in browser. Because building games makes me a sharper QA lead.
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 ↗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 ↗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 ↗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 ↗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 ↗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 ↗Not your average brick breaker. Equip cards, activate powers, collect coins and battle through 100 levels across unlockable arenas. Designed with replayability in mind — every run is different.
Play the Game ↗A Rajinikanth tribute — tap to the beat and nail the superstar's iconic moves. Built as a love letter to Tamil cinema's biggest star, timing mechanics designed around the rhythm of his style.
Play the Game ↗Ride through Tamil Nadu. Dodge traffic, collect chillies, and unleash GOD MODE when Karuppan Varaan. An endless runner built around Tamil culture and folklore.
Play the Game ↗A meditative puzzle game built around symmetry and pattern completion. Rotate and place tiles to form the mandala — each level a new arrangement to solve.
Play the Game ↗Real-time 2-player cricket trump card battle. Quick Match with strangers or create a room and challenge a friend. Most points after 10 rounds wins. My first multiplayer game.
Play the Game ↗11 titles across console, PC and mobile, plus 11 solo indie games.
That's exactly where I do my best work. Currently open to QA Lead, QA Manager and Release Management roles in the games industry — or any tech environment that needs QA built right.
📩 kousik2371988@gmail.com 📱 +65 8643 5438Skull & 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.
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.
Midway through production I was handed the monetization QA track. No process. No pipeline. No documentation. The release date wasn't moving.
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.
I owned the complete PC mandate process — not just the store, but every compliance requirement for Singapore. Built the entire framework from scratch.
As a live-service title, TDR shipped continuous updates — each requiring full feature validation before release.
I acted as the quality gate between the development team and every branch — nothing moved without my sign-off.