We started this to do QA the way we wished it had been done for us.
For the better part of a decade, we ran QA inside Ubisoft. Good work, mostly. But something was wrong at the scale of the industry - and nobody was saying it out loud.
Where we came from.
QA in games, as an industry, has become a volume business. Publishers buy testers by the head. Vendors staff their offices with people on six-month contracts. The people who do the work are not the people who wrote the methodology, and the people who wrote the methodology are in a different building from the people who read the reports.
The four of us grew up testing at Ubisoft in Craiova. We kept saying, across four different teams: if we just worked together, with no layer above us and no layer below us, we would do the best work of our careers. So in the spring of 2024, we did that.
We took a small office in Craiova. We put our desks in a circle. We picked up the phone and told a producer we had worked with for years that we were open. She sent us a build the next week. We wrote the first weekly report that Friday and she called us on Monday to say it was the best QA document she had ever received. That was the whole founding moment. No pitch deck. No capital raise. No hiring plan.
Six things we will not compromise on.
Senior-only
Every engagement is led by a senior who has shipped at least one commercial title.
One lead throughout
The person who scopes your project is the person who runs it. No handoffs.
Written-first
Every finding has repro steps. Every week has a written report. No verbal-only updates.
Chaos testing
We spend the first 10% of every project on unscripted exploration. That's where real bugs live.
Small by design
We don't plan to grow. Four seniors is the number we can all look each other in the eye about.
24h reply, always
We don't disappear between milestones. If something breaks on a weekend, we write it down.
[Photo coming soon]
Radu Posoi
Founder & QA Lead
Radu spent nearly a decade at Ubisoft Craiova leading QA on major multiplatform releases - open-world titles, stealth-action franchises, and live-service games across PlayStation, Xbox, Nintendo, and PC. He handled certification leads, TRC/XR/Lotcheck passes, and cross-team coordination with publishers across Europe.
He started Alkotech because he believed the best QA happens when the person who scopes the work is also the person who runs it - no middlemen, no handoffs, no layer of management between the tester and the truth of the build. If you've worked in games long enough, you know how rare that is.
We test where you ship.
- PlayStation
- Xbox
- Nintendo Switch
- PC
- Mobile
- VR