First, tell us a little bit about your journey as a game developer and how you came to be working on Hell is Us as a QA specialist?
Can you take us through a typical day at work?
A key part of my daily routine is also regular communication — whether in meetings or through messaging — with developers. These direct exchanges help ensure that technical information and priorities are properly conveyed, keeping the feedback loop fast and effective.
A bug is generally a logical error in the code, or a feature that doesn’t meet its requirements. A glitch, on the other hand, is often an unpredictable visual or audio anomaly. It can be caused by software, but also by hardware. A well-known example is the GoldenEye 007 bug on the N64: by slightly nudging the cartridge in the console, you could trigger glitches where NPCs would spasm uncontrollably.
What other specific challenges did you face during the development of Hell is Us?
Hell is Us relies on organic exploration that doesn’t hold the player’s hand. My challenge in QA is to make sure the progression remains intuitive without relying on intrusive markers. I have to test whether the visual and audio cues are clear enough to guide the player, while still preserving that sense of mystery.
What kind of gamer are you? Is there a type of game or a specific game you always go back to?




















