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Senior QA Engineer · Bucharest, Romania

Bogdan Carcadea

Open to new QA roles
Portrait of Bogdan Carcadea

I own quality end to end: test strategy, release readiness, and the processes behind them. Five years across PC, console, mobile, browser, and VR. Actively growing into automation: Playwright, TypeScript, and CI/CD on personal projects, looking to apply it professionally.

  • PC
  • PlayStation
  • Xbox
  • Stadia
  • Mobile
  • Browser
  • VR
years in QA
0+
defects reported
9,950+
platforms tested
0
projects worked on
0+

About

How I think about quality

Quality work starts before the first test case. Most defects that matter trace back to unclear requirements, untested assumptions, or risks nobody named early enough. That is where I spend my attention first. Test execution is the visible part of QA; the useful part is deciding what could fail, what that would cost, and what to check first.

I have spent over five years testing large, complex software: AAA productions at Ubisoft and EA, and now a multi-platform product where I am the only QA. Every quality decision, from planning to release sign-off, goes through me. Different industries share the same fundamentals: scope pressure, platform fragmentation, release risk, and the need for someone to say clearly what "ready" means.

Right now I am investing in automation: C#, Python, Unity Test Framework, and AltTester in production use, and building Playwright and TypeScript skills through personal projects. Not to replace judgment with scripts, but to remove the repetitive work that keeps testers away from the problems that need thinking.

Case studies

Selected work

Avantaj Play · 2025 — present

Sole QA ownership of a multi-platform product

The problem

A live product with four cross-functional teams and no QA function behind it. No inherited process, no second opinion. Every decision about what to test, when to automate, and what blocks a release is mine.

Outcome

Manual QA effort dropped by about half per sprint, the defect pipeline is used by the whole studio, and the QA function now scales beyond one person. Coverage extends to other internal products, including a finance-focused AR/MR application.

What I did

  • Designed the QA strategy from zero: risk-based coverage, tiered regression scope, release criteria, and 10 to 20 new test cases per feature each sprint.
  • Introduced automated testing across core application flows using C#, Unity Test Framework, AltTester, and Python, removing repetitive smoke and regression passes.
  • Redesigned the Jira workflows and tracking boards; the reporting standard is now used daily by QA, development, art, and management.
  • Took over the department's technical hiring: running assessments, then training and mentoring the testers I helped bring in.

Ubisoft · 2021 — 2025 · QC Tester → Quality Analyst Technician

Expert coverage across AAA productions

The problem

Productions like Assassin's Creed Shadows, Star Wars Outlaws, Assassin's Creed Valhalla, and Watch Dogs: Legion ship across PlayStation, Xbox, PC, and mobile, with a state-space no team can test exhaustively. Build cadence swung with context, from one or two builds a week in quiet phases to 8-10 a day near release.

Outcome

Contributed to an estimated 10,000+ reported defects across the portfolio, and was trusted with team coordination without holding the lead title.

What I did

  • Worked in a strike-team model: rotated onto projects needing senior coverage, delivered analysis and reports, moved to the next.
  • As Quality Analyst Technician, covered specific features and areas sprint by sprint. On selected projects this included coordinating a team of 15 expert testers: allocating tasks, tracking technical KPIs, and reporting to QC leadership.
  • Applied risk-based, functional, and non-functional testing to keep coverage meaningful when exhaustive testing was impossible.
  • Supported milestone delivery, platform compliance, and certification across console generations, PC, and mobile.

Personal project · built solo

Match-3 Automated QA Framework

The problem

Manual test scripting for match-3 games does not scale: every new level means hours of case-by-case setup, and content updates quietly invalidate old coverage.

Outcome

New-level test setup time went from hours to minutes, and the framework keeps working as content changes.

What I did

  • Built a single reusable framework, with AI-assisted development in Claude Code, that runs automated suites for level validation, game-logic checks, and functional coverage across performance, visual, audio, event, notification, and monetization systems.
  • Simulated multiple player personas through configurable alter-ego profiles (distinct playstyle presets) across parallel multi-device sessions, validating personality-driven mechanics and progression loops.
  • Designed it to adapt to new levels and content updates instead of being rewritten for them.
  • Building Playwright and TypeScript skills through a personal portfolio project: UI end-to-end tests, API testing, Page Object Model, fixtures, and GitHub Actions CI, to develop capability I want to bring to a team.

Personal project · live PWA with cloud backend

Fitness AI

The problem

A solo project run like a real product, to practice the engineering discipline QA usually observes from the outside: Git/PR workflow, release practices, and owning defects I wrote myself.

Outcome

A live, working app, and a better understanding of the developer's side of the defect lifecycle. It changed how I write bug reports and how I design automation.

What I did

  • Built a predictive analytics engine: regression-based progress forecasting with confidence scoring, self-correcting calorie targets, and meal planning that respects dietary restrictions.
  • Integrated an AI conversational coach (Claude, Gemini, OpenAI) with persistent long-term memory and daily briefings.
  • JavaScript, Firebase, and LLM API integration, developed end to end inside a PR-based workflow.

Earlier: Quality Controller at Electronic Arts (contact person for the FIFA 20 demo, plus Madden NFL 20 and UFC 4). Other Ubisoft titles include Avatar: Frontiers of Pandora, Rainbow Six Siege, Skull and Bones, and The Crew Motorfest.

Experience

Where I've owned quality

Sep 2025 — present

Avantaj Play

QA Engineer, sole QA owner

Full ownership of quality for a multi-platform product: strategy, automation, process design, release sign-off, plus the department's technical recruitment and mentoring.

Mar 2021 — Aug 2025

Ubisoft

  1. Quality Analyst Technician

    Jun 2024 — Aug 2025

    Strike-team role: expert coverage on assigned features and areas across projects; on selected projects also coordinated a team of 15 expert testers, with KPIs and reporting to QC leadership.

  2. QC Tester

    Mar 2021 — May 2024

    Testing, defect reporting, and test case design on AAA productions.

Four and a half years on AAA productions, growing from tester to analyst in a strike team coordinating expert testers.

Jul 2019 — Oct 2019

Electronic Arts

Quality Controller

First QA role, on some of the largest live sports titles in the industry, including serving as contact person for the FIFA 20 demo.

The full role-by-role history lives in the CV. This page is about the work.

Expertise

How the work breaks down

01

Test Strategy & Risk

Deciding what to test, in what order, and what to consciously leave untested. Risk analysis before test cases, release criteria before release dates, and go/no-go input backed by evidence.

  • Risk-based testing
  • Test planning
  • Coverage design
  • Release criteria

02

Execution & Defect Management

10,000+ defects reported across my career. Reproducible reports, calibrated severity, and a defect lifecycle managed through to verified fixes.

  • Exploratory testing
  • Regression
  • API testing
  • SQL
  • Jira
  • TestRail
  • Xray
  • Equivalence partitioning
  • Boundary value analysis
  • Decision tables
  • State transition
  • Static testing

03

Platforms & Certification

PC, PlayStation, Xbox, Stadia, mobile, browser, and VR. Including certification requirements, input differences, and defects that only exist on one hardware generation.

  • Console certification
  • Compatibility
  • Mobile
  • VR/AR

04

Automation & Tooling

Building Playwright and TypeScript skills through personal projects: end-to-end tests, API testing, Page Object Model, and GitHub Actions CI, looking to apply them professionally. Production automation in C#, Python, Unity Test Framework, and AltTester.

  • Playwright
  • TypeScript
  • GitHub Actions
  • Git
  • Postman
  • Jenkins
  • C#
  • Python
  • Unity Test Framework
  • AltTester

05

People & Process

My entire career has run on Agile: sprint planning, dailies, retros, and QA embedded in the Scrum cadence rather than bolted on at the end. Plus technical recruitment, candidate assessments, mentoring testers through onboarding, and reporting standards adopted across teams.

  • Agile
  • Scrum
  • Technical recruitment
  • Mentoring
  • Jira workflow design
  • Stakeholder reporting

06

AI-Assisted Workflows

AI tools as accelerators for test design, documentation, automation scaffolding, and prototyping. Human judgment stays in charge of what ships.

  • Claude
  • Claude Code
  • Gemini
  • ChatGPT
  • Copilot
  • Cursor
  • Rovo AI

Selected technical details

For readers who want the specifics

How I structure a test strategy from zero

When I joined a product with no existing QA process, the first deliverable was not test cases. It was a risk map: which features carry real money or user trust, which platforms diverge most, and where the team had already been burned. Test scope, depth, and automation candidates all derive from that map.

Regression scope is tiered: a small always-run core (money paths, session integrity, platform entry points), a per-area tier triggered by what a change touches, and a full sweep reserved for release candidates. The size of the test effort should track the size of the risk, not the size of the changelog.

Release validation across changing build cadences

Build cadence is never constant. I have worked at one or two builds a week in stable phases and 8-10 builds a day near release. The approach has to adapt: when builds are rare, each one gets depth; when they arrive hourly, a strict build-verification pass answers 'is this build testable at all' in minutes, and coverage targets what changed plus what historically breaks alongside it.

The discipline that matters most is triage honesty: resisting both inflation (everything critical) and deflation (ship it anyway). A severity scale is only useful if it stays calibrated under deadline pressure.

Where automation earns its keep

My rule: automate what is repetitive, deterministic, and boring (smoke passes, level validation, data setup) and keep human attention on what is exploratory, visual, or judgment-heavy. Automation that tries to replace exploration produces green dashboards and shipped bugs.

On my current project this split cut manual QA effort by about half each sprint: automated verification of stable flows in C#, Unity Test Framework, AltTester, and Python, freeing manual time for new features and edge exploration.

How I use AI in QA work

AI tools are part of my daily workflow as accelerators: first-draft test charters from specs, automation scaffolding, summarizing long defect histories, and pressure-testing my own coverage plans by asking a model what I might have missed. Both of my personal projects were built this way, deliberately, to learn where AI-assisted development is strong and where it fails.

The boundary I keep: AI drafts, humans decide. Anything that gates a release, from severity calls to sign-off, stays a human call.

Contact

Get in touch

The fastest way to reach me is email. For a full work history, download the CV.

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