Titanfall (PC)

Titanfall was one of those games that felt genuinely new. Wall-running, jetpacks, mechs that drop from the sky — and all of it running on Origin, which meant certification involved a whole extra layer beyond the game itself: store compliance, DRM, regional rating requirements across multiple territories. Testing a multiplayer-only title also meant there was no single-player to fall back on. If the servers didn’t behave, there was no 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.