A lot of my past work has been client and community-facing, so I’m used to dealing with real people with real emotions, not just “tickets.” I’ve managed situations where a client was upset due to delays and misalignment, and I learned quickly that the fastest way to fix things is to stop defensiveness and own the solution: clear timelines, consistent updates, and accurate delivery. That same instinct carries into playtesting. When something feels off, I don’t just say “it’s bad”. I describe what happened, what I expected, the impact, and what would make it clearer or smoother for the player.
I’ve worked remotely across different teams and moving timelines, and I’m naturally the person who brings structure so things don’t fall apart. I’m used to coordinating deliverables, documenting decisions, tracking tasks, and keeping communication clean — whether it’s with internal teammates, vendors, or partners.
I’m a huge gamer, but I’m not a “skip dialogue and speedrun” type, but I pay attention. I’ve competed in Malaysia Cyber Games for Dota 2, I’m a regular Valorant player, and I genuinely enjoy learning how a game works under the surface. I read lore because it helps me understand the characters and the world properly. I like to “be” the character, not just control them. I’ve played through the full Witcher series and games like Outlast, so I’m used to different genres, pacing styles, and what makes immersion break. The reason I think I’d be a strong indie playtester is because of how my work background and gaming habits overlap: I’m observant, I communicate clearly, I’m picky in a good way, and I care about how the player feels moment-to-moment, not just whether the game technically runs.
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