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.
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.
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.
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.
Rebuilt the entire build pipeline, release process and testing suite from scratch. Reduced build time by 61% and established Singapore regulatory compliance certification.
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.
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 ↗8+ titles across console, PC and mobile — spanning AAA studios and indie development.
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 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.