Currently, I am a Senior Software Test Engineer working at VNC Automotive Ltd on a variety of solutions which support virtual network computing within the automotive industry and on cellular devices. Specifically I have been working on the Cobalt Cube ® for the last 4 years developing from scratch test cases and suites to support our journey into being a hardware distributor with our own in-house modified OS. This interacts with vast range of software from parts of the business to give us one enclosed solution from the Police, the ambulance and fire crew.
Previously I was testing our SDK's against MirrorLink specifications to certify our software stack against 3rd party devices in the field. We heavily test on Linux, Windows and Mac to give our customers full range of support. We also develope server/viewer pairs which are tested on state of the art hardware both embedded Linux and Android boards.
Day to day bug tracking is now through Atlassian Jira, Confluence for internal documentation and test plan generation and good ol fashion Microsoft Excel/Word for test cases. If you'd like anymore information, click the image above.
This was part of a 3 month internship program working on the companies most successful flagship game: RuneScape.
During my time at Jagex I dealt with their customers reported bugs, analysed these bugs using the in house tools provided to manually test and find whether they were a genuine bug or not. Atlassian Jira was mainly used for the logging of bugs I would mark the severity of the issues with priority. This was also the case with new and upcoming content which I had to test thoroughly using a series of destructive, graphical, exploratory. abusive and config testing, all of which was manual testing which I was trained on during my time there. The company mainly used a mix of Scrum and Agile methodologies.
Scrum talks occurred daily to explain past,present and future goals as well as progress. Here we would also notify the team if there was any jobs blocking our progress and what action we needed to take during the sprint cycle.
We also organised several play-through's every week across all 4 QA teams to smoke test upcoming content to catch any last minute bugs before the new updates were ready for upload to the live game.
Aside from quality assurance, we had multiple game idea meetings which proudly they took some of my ideas on board and are currently in development which are due to be released in the live game soon.
In my own spare time at the company I began to learn their in-house scripting so that I could understand how and why bugs were occurring and if I could fix them myself. I also then began to develop my own quest for the player.