Player Insights · Product Quality · Game Production

Representing the player from inside the build

8+ years at Amazon Games and Electronic Arts designing gameplay tests, identifying patterns in player behavior, and turning findings into clear insights that shape design, product, and content decisions. I evaluate whether a weapon feels satisfying to fire, whether progression pacing holds players or loses them, whether an onboarding flow teaches or frustrates. I work across playtesting, player analytics, and production, partnering with designers, producers, and technical leads to ship games people want to keep playing.

10+ years · 9 shipped titles 75+ studio playtests designed & led PC · Console · Mobile · Cloud · VR Master's in Game Production (UXR & Game Design) CSM · ISTQB · Six Sigma
Shipped
9 titles across AAA, live service, mobile, and indie
Tomb Raider (Legacy of Atlantis, Catalyst)*
Amazon Games · Publishing QA · *in-development
Lost Ark
Amazon Games · Live Service · 1.3M+ CCU
New World
Amazon Games · OBT & Launch · 913K+ CCU
Throne & Liberty
Amazon Games · OBT & Launch · 330K+ CCU
King of Meat
Amazon Games · Ground-up to Alpha
Battlefield Mobile
EA · Pre-prod to Open Beta
Command & Conquer: Rivals
EA · Pre-prod to Soft Launch · iOS/Android
The Sims FreePlay / The Sims Mobile
EA · Live Service · iOS/Android
ArchiTac
Squish-Fish Games · Shipped to Steam · UE4
Product Quality
Game Production

Player Insights & Playtesting

Design gameplay tests, drive qualitative analysis, synthesize findings into insights that inform design anduct decisions
Amazon GamesDesigned and led internal gameplay tests for Tomb Raider and King of Meat: defined test objectives and success criteria, moderated cross-functional sessions, wrote up findings for production and leadership. Drove deep weapon balance evaluation for Legacy of Atlantis and Catalyst across sandbox and main game levels, sharing detailed notes in milestone reports starting from the prototype phase.
EALed weekly gameplay sessions with 30-40 participants including executives on Battlefield Mobile. Drove complex qualitative analysis for multiple weapon types (automatic, LMG, SMG, shotgun, pistol) evaluating firing rate, damage, reload time, hip-fire/ADS, scope, and attachments. Documented findings in a historical analysis spreadsheet used by design and PM teams to iterate balance changes quickly and scale back when needed.
EALed qualitative analysis for Player Progression from FTUE to Lvl 50 on Battlefield Mobile: evaluated unlocks, rewards, and pacing. Identified inconsistencies, stale data, and missing data early in the lifecycle preventing blockers and show-stopper issues before they reached players.
EACollaborated with UXR and Product Management to define target players, understand core demographics, expectations, and pain points. Built feedback tools: online questionnaires and a custom Slack plugin so feedback collection was consistent across sessions. Assisted longitudinal playtest participants to gather retention and difficulty progression data.
GApp LabDesigned and conducted 50+ playtests with young adults on the autism spectrum (Choreografish VR). Conducted usability tests with surgeons on Trauma XR medical simulation. Field research at Salt Lake City ATC tower for Drone Commander (UDOT/FAA).
CrossAdapted testing approach from rapid internal gameplay sessions with same-day turnaround (Tomb Raider, King of Meat) to structured multi-week UXR studies with specialized participant populations (Choreografish, Trauma XR), building custom feedback tooling when sessions scaled beyond manual note-taking (Battlefield Mobile).

How I Research

  • Tomb Raider (Amazon Games): Evaluated weapon balance across sandbox and main game levels, isolating individual weapon variables in sandbox and validating against real encounter conditions in-game. Documented detailed qualitative notes in milestone reports starting from feature prototype phase. Design team used these to iterate on feel, damage tuning, and encounter pacing before each gate review.
  • Battlefield Mobile (EA): Designed questionnaires focused on what tripped players up in their first session. Built a Slack plugin to capture unstructured feedback from 30-40 person weekly sessions at scale. Turned raw feedback into categorized itemsuction could act on during sprint planning. Longitudinal playtest participants provided retention and difficulty data over extended play periods.
  • King of Meat (Amazon Games): Used root cause analysis on progression file data to trace corrupt build issues back to stale data in configuration files, a problem that had persisted for 5-6 weeks. Cross-referenced telemetry anomalies against file version history to isolate the source.
  • Battlefield Mobile (EA): Mapped the full FTUE funnel from first launch to Lvl 50. Compared where the design intended players to be against where they actually were in the data. Identified where unlocks, rewards, and difficulty spikes caused drop-offs, then worked with PM and design to restructure the early progression curve.
  • Formal methods training (GApp Lab): Applied surveys, focus groups, think-aloud protocols, structured observation, and field research across 3 projects with real participants (50+ playtests with young adults on the autism spectrum, usability tests with surgeons, ATC tower field research).

Cultural & Accessibility Insights

  • Directed South Asian cultural nuance feedback to Tomb Raider content team, guiding authentic cultural representation and surfacing inconsistencies, stereotyping, and clichéd interactions to avoid community backlash and protect player sentiment
  • Surfaced accessibility, cultural, and UX risks via focused playtests, turning observations into prioritized design recommendations

Competitive Gameplay Analysis

Benchmark player experience across titles, identify opportunities for differentiation
EALed the Rules of Survival post-mortem report for Product Management: analyzed gameplay systems, monetization, engagement loops, player sentiment, content creator dynamics, and competitive landscape (PUBG Mobile, Free Fire, CoD Mobile). Delivered 23-page analysis with strategic recommendations for Battlefield Mobile.
Amazon GamesConducted competitive gameplay analysis across multiple MMO, platformer, and open-world titles. Turned gameplay observations into benchmarks that the QA team used to sharpen their exploratory testing, especially around gameplay depth, complexity, and what the core player base actually expects.
EAPerformed game balance and user experience analysis on C&C: Rivals, evaluating feature scope, complexity, likelihood, and player impact to inform design decisions

Player Behavior & Analytics

Identify patterns in player behavior, quantify impact, feed insights back intouct decisions
EADrove FTUE funnel player flow and balance analysis on Battlefield Mobile, collaborating with PM, level design, and game design teams. Reports drove multiple significant changes to the FTUE funnel, improving completion rate by ~12%
Amazon GamesIdentified critical stale data issues using root cause analysis in King of Meat progression files, resolving corrupt build issues that had persisted for 5-6 weeks, resulting in cleaner deployments and unblocking multiple teams
Amazon GamesPartnered with BI Engineers and Data Analysts to define telemetry events, validate data accuracy, and build dashboards (QuickSight, Tableau) visualizing player behavior, stability, and engagement metrics across 5 concurrent titles
EABuilt Power BI dashboards with DAX expressions visualizing gameplay patterns (weapon/gadget usage, movement heatmaps, matchmaking), crash analytics by device/OS, and player engagement KPIs that leadership used for milestone decisions
EACreated FTUE funnel and AERM (Acquisition, Engagement, Retention, Monetization) reports from telemetry data for Product Management, helping categorize player funnel signals and identify data inconsistencies

Depth

  • Analyzed telemetry trends and anomalies to identify player behavior patterns, quantify player impact, and feed insights back into prioritization of high-risk gameplay areas
  • Created reusable telemetry framework documentation defining quality workflows, metrics, and dashboard patterns
  • Enabled and upskilled teams on telemetry usage and dashboard interpretation
  • Developed GenAI solutions using AWS PartyRock and Amazon Bedrock to automate data extraction and apply objective markers to triage decisions
Amazon QuickSightTableauPower BIDAXJIRA/JQLFirebase Crashlytics

Cross-Functional Influence

Partner with designers, PMs, and development teams to shape decisions through player-centric insights
Amazon GamesDirected cultural nuance feedback to Tomb Raider content team, guiding game design to capture cultural elements authentically and avoid risk of community backlash by surfacing inconsistencies, stereotyping, and clichéd interactions. Synthesized playtest findings and telemetry into Milestone Acceptance Reports driving leadership decisions across 5 titles.
EAPartnered with UXR and PM teams to define target players, demographics, pain points. Playtest findings directly influenced design iteration and feature prioritization. Partnered with Live QV team to turn raw player data into concrete recommendations the development team could act on.
GApp LabCollaborated with surgeons, UDOT/FAA, autism organizations, Berklee College of Music across 3 concurrent projects, turning participant feedback into design changes and keeping external partners aligned on scope and direction

Vendor & Research Partners

Define scope, ensure quality and consistency of outputs across internal and external partners
Amazon GamesManaged 10-15 vendor test engineers across multiple external studios on Tomb Raider. Defined scope, coverage priorities, acceptance criteria. Maintained quality standards and consistency of outputs across internal and external testing.
EACoordinated with external QV teams on usability testing, persona testing, and functional testing. Designed test plans and managed test case repository for external partners.
Quality Engineering Foundation

Quality Strategy & Advocacy

Define what quality means for the game, then make sure the team stays honest about it
Amazon GamesOwned quality strategy and process across 5 concurrent titles: defined coverage priorities, acceptance criteria, and release gates. Built Quality Readiness and Milestone Acceptance frameworks from scratch on King of Meat, adopted across AGS teams.
EAImplemented shift-left approach on Battlefield Mobile, embedding player-focused risk evaluation at feature design phase. Defined Quality Stage Definition criteria establishing clear quality gates.
CrossRecommended milestone fail when data showed deliverables missed criteria. Presented the evidence, specific criteria not met, and risk of proceeding. Let the data do the arguing.

Automation & Tooling

Partner with SDETs to identify what to automate, evaluate ROI, free up the team for the work that actually needs human judgment
Amazon GamesPartner with SDETs to enhance Python-based automation frameworks, freeing team capacity for exploratory testing and player-focused analysis
EACo-designed automation strategy integrated into Jenkins CI/CD pipeline. Built custom Slack feedback plugin for playtests. Designed Automation and Game Health telemetry frameworks.
EABuilt Python automation scripts improving efficiency by ~66 hours per tester per month

Tech & Platforms

Multi-platform experience across the full stack
PlatformsPC (Steam) · Console (PlayStation, Xbox, first-party cert) · Mobile (iOS, Android) · Cloud (Amazon Luna) · VR (Oculus Quest, HTC Vive) · Web (Prime Gaming, e-commerce)
Amazon GamesValidated AWS infrastructure (Lambda, API Gateway, CloudWatch, SNS, Cognito). Coordinated server merges for Lost Ark. Accessibility and PII data privacy validation.
Amazon GamesQuality validation on Amazon Luna cloud platform across multiple titles, testing gameplay and feature parity alongside PC, console, and mobile builds
JIRA/JQLTestRailConfluencePostmanCharles ProxyJenkinsPerforceAndroid StudioXcodeUE5UnityMiroPython
Work Samples
Quality Design Frameworks & Player Analysis
EA Experience Design Playbooks · Quality Design Frameworks · Competitive Analysis
Featured
Gameplay Quality Principles
4-pillar framework I developed at EA and refined across Amazon Games titles: Quality Grading, Survey Pool, Competitive Analysis, and Feedback Loop. Defines how production targets connect to quality grades, how diverse feedback sources validate those grades, and how competitive insights and structured feedback loops drive prioritized action items back into the development cycle.
Media
Shipped Titles & Game Assets

Sprint & Milestone Planning

Translating specs into sprint-ready scope, surfacing dependencies early
Amazon GamesLed requirement definition with Senior Producers and TPM for Tomb Raider, King of Meat, and Lost Ark: translated feature specs into sprint-ready scope with clear acceptance criteria, Definition of Done, Condition of Satisfaction, and defined Quality Scoring
EALed backlog grooming sharing producer's workload. Defined Quality Stage Definition criteria establishing acceptance gates, securing stakeholder buy-in.
Squish-FishRan sprint planning and milestone tracking for 16-person team on ArchiTac (shipped to Steam). Managed scope, dependencies, timelines, release readiness.

Depth

  • At GApp Lab, managed backlogs across 3 concurrent VR/PC projects, turning user study findings into backlog items
  • Total War: Mahabharata (Master's): built full production schedule, P&L, team structure, 3-year franchise strategy
CSMSix Sigma Green BeltJiraConfluence

Stakeholder Communication

The right insights to the right people at the right time
Amazon GamesCreated complex dashboards in JIRA, TestRail, QuickSight, and Automation portal across multiple titles so leadership could reference execution status and risk signals during go/no-go decisions. Coordinated with first-party partners (Sony, Xbox) across 4 titles.
Amazon GamesAuthored insight reports synthesizing playtest findings, telemetry data, and analysis into clear recommendations for 8-10 stakeholders across 30+ person teams
GApp LabMaintained stakeholder alignment across 3 concurrent projects with external partners: UDOT, FAA, surgeons, autism organizations

Depth

  • Created Launch Readiness documentation for King of Meat from scratch that became the adopted standard across multiple Amazon Games teams
  • Coordinated across 30+ people and 8-10 stakeholders on 8-10 month timelines per title
JIRAConfluenceQuickSightTableauTestRail
Recognition
Testimonials & Credits
"Special thanks to Sritej Canchi for taking the lead on this month's report!"
Matt Dion, Lead Product Manager, EA (Industrial Toys)
Game Credits: Tomb Raider (Legacy of Atlantis, Catalyst)* · Lost Ark · New World · Throne & Liberty · King of Meat · Battlefield Mobile · Command & Conquer: Rivals · The Sims FreePlay · The Sims Mobile · ArchiTac · Choreografish · Trauma XR · Drone Commander
*in-development
Presentations: Silicon Slopes Tech Summit 2019 & 2020
About Me
Beyond the build

[Hobbies and interests]

[Passion for short filmmaking]

[Nature and outdoors]

[Gaming]

[Animals]

Contact
Get in touch
Open to Senior QA, Quality Design, Producer, and Gameplay Analyst roles. Based in Seattle, open to relocation.