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Ocean View Games
Unity QA and Testing

Unity QA and Testing

Understand what is ready to ship and what still needs attention. We test Unity gameplay, performance and device compatibility, with reproducible reports your developers can act on.

Empires Rise, a mobile 4X strategy game
Empires Rise logo

Device-matrix testing on Empires Rise

Developed by Ocean View Games.

Empires Rise brings procedural maps, AI opponents and strategy systems to mobile. Testing needs to cover both the rules of the game and how those systems behave together during play.

For a game like this, we plan checks around map generation, gameplay state and performance on representative devices. Longer sessions help reveal issues a brief check of the opening scene can miss.

An unfinished brief is fine. The first conversation helps establish scope.

What are you starting with?

External QA is not always necessary. These are the situations where it clearly adds value.

Approaching a submission deadline

A concentrated test pass with fresh eyes before an App Store, Google Play or console submission, where review issues can delay release.

Check platform readiness

Porting to a new platform

Every new platform multiplies the testing surface: device compatibility, input adaptation, performance on new hardware and platform certification.

Explore game porting

No dedicated QA in-house

Add structured testing alongside your developers' own checks. We agree coverage, report reproducible issues and verify fixes as builds change.

See the testing types

How we test

The biggest QA mistake is leaving it until the end. Testing is integrated throughout development so bugs are caught while they are cheap to fix.

  1. 1. QA from day one

    Test plans written during pre-production alongside the design document, automated tests set up early and run via CI/CD, and a QA pass on every sprint.

  2. 2. Tracking and triage

    Structured bug reports with reproduction steps, severity classification and evidence, in your bug tracker, with daily triage alongside the development team.

  3. 3. Reporting and readiness

    Regular reports on tests executed, pass rates and open bugs by severity, plus a clear yes or no release-readiness recommendation before each milestone or submission.

The testing disciplines we cover

We agree the testing disciplines, target devices and release criteria before work begins.

  1. 1. Functional testing

    Systematic gameplay testing across every feature and system, edge and boundary cases, save and load integrity, and for multiplayer: connection handling, desync detection and host migration.

  2. 2. Platform compliance

    Checks against the relevant App Store, Google Play or Steam requirements. Console requests are assessed separately, including access to platform documentation, hardware and specialist support.

  3. 3. Performance testing

    Frame rate profiling across real gameplay, memory monitoring over long sessions, loading times, thermal behaviour and battery drain, all on minimum-spec devices as well as flagships.

  4. 4. Compatibility testing

    A device matrix across iOS, Android and PC, OS version coverage, screen and aspect-ratio handling including notches and foldables, and controller and browser coverage for WebGL.

  5. 5. Regression and automation

    A regression suite that grows a test case per fixed bug, plus Unity Test Framework EditMode and PlayMode tests, automated UI and performance benchmarks, and CI/CD integration on every commit.

Testing informed by Unity engineering

We are a Unity development studio first, so QA reads the code as well as the build.

White-box insight

When source access is available, we can trace a gameplay fault to the relevant scene, component or Prefab and include those findings in the report.

Integrated workflow

We plug into your Jira, Linear or GitHub Issues, attend standups and verify fixes in real time rather than emailing a spreadsheet once a month.

Real devices, not simulators

Simulators miss thermal throttling, real memory pressure, GPU driver differences and touch precision. We test on a device matrix across minimum-spec, mid-range and flagship tiers.

Release preparation

Our release experience covers mobile and PC. We have not shipped a console title, so console certification work requires a separate assessment of fit and specialist support.

Live-service discipline

We test updates against the existing game and agree release and rollback checks. David also brings experience from the RuneScape Mobile team at Jagex.

Flexible scope

A focused check before submission or ongoing testing through development. We confirm coverage, access, availability and the engagement terms during scoping.

Working together

Start with a free conversation about what you are preparing to ship, your target platforms and where you need additional testing or technical validation.

For an upcoming submission, we focus on release risks and review requirements. For ongoing development, we agree a testing cadence that fits your sprints.

David and Adam stay close to the engineering, and the testers are Unity engineers who read your codebase, run the Profiler and reproduce issues at the component level.

You get structured bug reports in your own tracker, daily triage with your team, and a release-readiness call before every milestone.

Meet the team
Frequently Asked Questions
We agree the build, features, target devices, testing depth and release window. You receive a test plan with the expected coverage and reporting. A focused release check and ongoing testing through production have different requirements.
We agree specific iOS, Android, Windows or browser coverage during scoping. The list should represent your target audience and minimum requirements. Any specialist hardware or devices you need to supply are identified before work begins.
Some functional and compatibility checks can run against a build. Source access allows deeper Unity profiling, component-level investigation and automated tests. We agree access according to the testing work required.
It depends on the feature set, device matrix, number of builds and time needed to verify fixes. We estimate the pass from a test plan and allow for retesting, rather than assuming every mobile game needs the same number of days.
We can check relevant mobile and PC release requirements and help with submission preparation. We have not shipped a console title; console certification requests need a separate assessment and may require a specialist partner.
Yes. We can add Unity tests and build checks for repeatable risks such as saving, loading and core systems. Automation complements manual gameplay and real-device testing, with scope based on the project.
Reproduction steps, the build and device tested, expected and actual behaviour, severity and supporting evidence where available. We also summarise coverage, unresolved issues and the risks relevant to your release decision.

Need more confidence in your Unity build?

Tell us what you are preparing to ship, your target platforms and where you need additional testing or technical validation.

Tell us about your project

Prefer to organise your ideas first? Build a project brief.