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Experience the thrill of motorsport at the limit with the most comprehensive, beautiful and authentic racing game ever made.

  • Role: Software Test Engineer II, Test Analyst III

  • Studio: Turn 10 Studios

  • Platform(s): Xbox, PC

  • Release Date: 10/2017

Areas of Experience:

  • Live Ops / Player Engagement

  • Azure DevOps

  • Xbox Certification

  • Localization

Areas of Ownership

  • Rivals

    Rivals are solo ‘hot-lapping’ Events, where players compete in order to earn the top spot on the leaderboard. In a Rivals event, players race asynchronously against ‘ghosts’ (recordings of each player’s best completed lap time), which acts as a visual representation of the lap time the Player needs to move up the leaderboard. This visualization allows Players to see moment-to-moment how they are doing in comparison to the next best Player on the leaderboard (or Player of their choice).

    My Role

    As an STE, my responsibility was to ensure the shipping quality of these Events. That included everything from creating test cases for our QA team to verify that each Rival event shipped using the appropriate car & track combination, as well as ensuring that the leaderboards were working & sorted as expected. Rivals also included high-profile partnership & sponsored Events, which meant the quality of these Events was of the utmost importance.

  • Forzathon

    Forzathons are a system of limited time challenges that Players can complete for various in-game rewards, such as cars, credits, or cosmetics. Each Forzathon consisted of anywhere from 1 - 3 individual challenges that the Player had to complete in order to obtain the final reward.

    My Role

    My responsibility, as an STE was to write test cases for Forzathons. It also became very important to learn how to use the Forzathon creation tools myself in order to help diagnose issues more efficiently and ensure each and every Forzathon challenge & the rewards were built & working as expected.

    Towards the end of FM7’s production period, we invested heavily in an automated system that automatically created several months of Forzathons at a time, allowing newer players to continue to use the system and earn rewards, without needing our team’s direct support. This automated system also required a large amount of testing, which I was responsible for overseeing.

  • Multiplayer Hoppers

    FM7’s multiplayer lobbies are where a large amount of Forza players spend their time. Lobbies in FM7 are comprised of many different game modes & race settings - everything from simulation racing with full damage models & physics, to more arcade-style game modes, such as tag.

    My Role

    Multiplayer Hopper testing was typically managed by our Multiplayer test team, however, my team created the lobbies, so we all worked in coordination with one another in the creation & validation process of each & every MP hopper that went live.