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Baldur's Gate 3

Roles:  QA Gameplay Intern

4 months in Quebec City, CA

How to effectively QA

  • Gameplay

  • Cinematics

  • ​Websites

  • Toolkits and Editors

  • Cross platform QA

Some things I learned:

The Journey of the QA Intern

I had the opportunity to QA the Toolkit/Modding Editor that was released in Patch 7

I got to make lots and lots of mods!

I had fun with the item descriptions!

Some were fun weapon tests! To ensure importing weapons and changing textures could function as intended.

Some others were tests with the Story Editor, where I had the chance to learn some scripting!

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The main mod I worked on to test a variety of systems from Character Creation to inventory items, VFX's, SFX's and more, was to create a class - I chose to model mine as a "Wiccan" class.

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The Wiccan Icon I designed for testing

Footage from Toolkit, and the spells, level progression, subclasses, and more I created.

I wanted to ensure all aspects of creation were possible - and in the process I had the chance to design and learn how to use the toolkit, engine, and collaborate with other departments when I needed help.

Footage from Toolkit, the Character Creation Animation I modded for the custom Class 

The final product was a great way to get to test all aspects of the Modding Editor and learn from different departments how to design systems, spells, and even icons and animations for a class.

Key Take Aways

Footage of one of the custom spells made, testing its functionality and custom VFX on a wolf enemy.

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