Need for speed, most wanted (Wii U)

The Wii U version of Most Wanted shipped as the supposedly definitive edition — bundled with the Ultimate Speed Pack and featuring a Co-Driver mode that used the GamePad as a live map for a second player. That kind of asymmetric local co-op was still relatively new territory, and certifying it meant covering a lot of edge cases: off-TV play, GamePad-only sessions, online through Autolog 2. A lot of moving parts for a racing game.

Back in the day, before studios started shipping bugs as features, I worked through the full certification process on the other side of the screen — testing games for Electronic Arts. Certification & compliance, which sounds dry but basically means being the last line of defense before a game hits the shelves: making sure it doesn’t crash, doesn’t cheat the rating system, and does exactly what it says on the box in every region it’s going to land in.

It wasn’t glamorous work, but it gave me something most designers never get: a really intimate understanding of how games break, and why. Every bug report I filed was a small lesson in the gap between intention and execution — which, turns out, is pretty much what design is about too.