Marcus Hedberg Email & Phone Number
@tobii.com
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Who is Marcus Hedberg? Overview
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Marcus Hedberg is listed as QA Lead at Fatshark AB, a with 213 employees, based in Greater Stockholm Metropolitan Area, Sweden. AeroLeads shows a work email signal at tobii.com and a matched LinkedIn profile for Marcus Hedberg.
Marcus Hedberg previously worked as Senior QA at Fatshark Ab and Senior Game Experience Designer at Tobii. Marcus Hedberg holds Standalone Course, Computer Game Production (M0053D) from Luleå University Of Technology.
Email format at Fatshark AB
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About Marcus Hedberg
Over 12 years experience in "end user first" Quality Assurance, lately with a dash of design and producer type work, ranging from working on AAA games like the Battlefield franchise and smaller indie games, to online collaboration tools, to bringing Eye Tracking to the PC gaming world. A life long passion for technology and video games on most major platforms since the mid 1990's.
Listed skills include Video Games, Quality Assurance, Game Development, Test Planning, and 27 others.
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Marcus Hedberg work experience
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Senior Qa
Senior Game Experience Designer
Over the years at Tobii my role transitioned away from test, towards design and raising the overall game experience offering from the very top and building quality into our experiences from the beginning.At its core, it's about understanding how Eye and Head tracking technology changes the game experience, what works and what doesn't, and convey that to all relevant parties, so that the current knowledge is fully utilized, and new knowledge is collected and preserved.In practice, this means I work closely with Business Developers and Product Owners, identifying and evaluating suitable projects, selecting Eye and Head Tracking features that are a good match for enhancing the game experience, and tailor the design of the selected features to the specific project, and communicating this to Developers and Marketing. My goal is to always improve and constantly push the quality and experience standard with every project we do."Quality" is not simply the lack of defects, and improving quality happens across a whole project. Sometimes that means improving the communication with external studios. Sometimes that means better design documentation. Or simply better design! I'm highly involved in most improvement initiatives that aims at increasing the level of quality and enjoyment of our game integrations, no matter if it's writing better design documentation, improving internal or external communication or testing the game experience first hand. If it can be improved, I will certainly try!
Gaming Qa Engineer
As a QA Engineer at Tobii Gaming, I am responsible for the end quality of our gaming integrations, mainly into PC games. My focus is always the end user, and their experience using our technology in games. Across all areas in our development cycles, I strive to improve our ways of working and processes, so that it leads to a higher quality product.This means I am involved in process improvement initiatives, I often lead design iteration work, feature improvement and selection. I wear several "hats" in my cross-functional team; QA, Design and UX, as well as work closely with developers, stakeholders, marketing, community management and business developers.Since Eye Tracking is a relatively new player in the gaming space, a lot of experimentation and iteration is needed to understand the use cases, best practices and how the technology can enhance conventional gaming. I am usually heavily involved in exploring these areas, documenting our findings, challenging earlier conclusions, and looking for new experiences. It is very exciting to work in unexplored territory and find out as we go what gaming can become!
Qa Engineer
As a QA Engineer at Avalanche Studios, I worked embedded with development teams, being highly involved in the day to day activities of the team in an agile environment, while owning the QA process. Working closely with producers, all the different disciplines for game development, from designers to programmers to the game director, all aspects of the game are evaluated from a QA perspective, both the functionality but also the end user experience. Feedback on gameplay design, mission design, balancing and usability, discussing the areas with the relevant developers is part of the day to day work, as well as reporting functionality issues, maintaining the defect database, escalating issues and reporting on the overall testing progress.Working with external publishers also involved being the link between the publisher and the development team, including communication between the QA departments and making sure the deliverables from our side is done on time and in a professional manner.
Quality Assurance Engineer
Responsible for implementing a Quality Assurance framework, processes and principles for the company's new software, "Favro", a cloud based project management and collaboration tool for the web and mobile.My responsibilities also include tracking and coordinating the internal releases to the test environment as well as communicating that features are ready to be deployed to the Live environment. I am the link between the developers and off-site testing resources and collaborate with the community manager and customer support to make sure any Production issues are tracked.Hands on testing is a big part of my responsibilities. Manual exploratory testing with the User Experience and Usability as highest focus combined with regression testing are every day tasks that I perform, as well as reporting issues, communicating closely with the development team to make sure any issues found can be addressed.
Live Qa Tester
As a Live QA tester, I was responsible for pre-release, launch and post-launch testing of products within the DICE brand, be it websites, community portals like battlelog.battlefield.com or full game launches such as Battlefield 4 and Battlefield Hardline, expansion packs and DLC, content updates, patches, server deployments, back end restarts etc. The purpose is to verify the availability and quality of services and products in the Live environment.My tasks included planning, preparing, coordinating, executing and reviewing the testing process of above mentioned areas. It also included reporting issues, maintaining issue databases, identifying the most user impacting issues and forward them to the proper channels so they can be solved.It was very much a cross-functional, cross-studio, cross-discipline environment where collaboration between different teams, studios, departments and disciplines had to work effectively to allow success. Developing processes to connect and collaborate with all the other teams involved in AAA game releases was part of the job where adapting to each situation was crucial to deliver quality to the customers, the players.With a strong focus on User Experience, the team approached everything with a "user comes first" approach. We tried to see everything from a users perspective and evaluated the products with a user's values as the foundation of our testing.I also attended Gamescom 2013 where I was in charge of clients and server in the Battlefield 4 section of the AMD Booth, making sure the hands-on 16 player multiplayer matches ran smoothly.
Swedish/English Localization And Functionality Tester
As a Swedish/English Localization Tester, I was responsible for verifying the quality of the linguistic part of video games. This included game audio, subtitles, in-game UI, menus, anywhere there is written text, be it in-game wikis, pop-up prompts or item descriptions. A lot of emphasis is put on making sure that the language used in the game would fit the targeted market, in my case mainly Sweden but also North America.Most project would require multiple playthroughs, going through all content the game had to offer, be it side missions, unlockable content, multiplayer, hidden items etc. Being an experienced gamer was definitely a plus as it helped speed up the work, enabling me to cover more areas in a shorter time.I was also occasionally assigned to do functionality testing, without the linguistic focus. This would involve finding bugs during gameplay, mostly through exploratory black box testing.Projects worked on:Far Cry 3Just Dance: Disney PartyAge of Empires HDSmashmuck ChampionsRayman LegendsAderaToy Story ManiaWhen Vikings Attackand more...
Colleagues at Fatshark AB
Other employees you can reach at fatshark.se. View company contacts for 213 employees →
Bryan Lobo
Colleague at Fatshark AbStockholm, Stockholm County, Sweden
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Sebastian Weidenhielm-Lindén
Colleague at Fatshark AbGreater Stockholm Metropolitan Area, Sweden
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Lewis Hale
Colleague at Fatshark AbEastbourne, England, United Kingdom
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Marcos Correa
Colleague at Fatshark AbStockholm, Stockholm County, Sweden
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Erik Appelqvist
Colleague at Fatshark AbHuddinge, Stockholm County, Sweden
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Sebastian Åkerlund
Colleague at Fatshark AbStockholm County, Sweden
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Hanna Högdin
Colleague at Fatshark AbStockholm, Stockholm County, Sweden
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Emil Samuelsson
Colleague at Fatshark AbStockholm, Stockholm County, Sweden
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Michael Knight
Colleague at Fatshark AbGreater Nottingham, United Kingdom
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Martin Karlsson
Colleague at Fatshark AbGreater Stockholm Metropolitan Area, Sweden
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Marcus Hedberg education
Standalone Course, Computer Game Production (M0053D)
Standalone Courses, Study Abroad Program Diploma
High School Diploma, Social Sciences, Law Studies
Frequently asked questions about Marcus Hedberg
Quick answers generated from the profile data available on this page.
What company does Marcus Hedberg work for?
Marcus Hedberg works for Fatshark AB.
What is Marcus Hedberg's role at Fatshark AB?
Marcus Hedberg is listed as QA Lead at Fatshark AB.
What is Marcus Hedberg's email address?
AeroLeads has found 1 work email signal at @tobii.com for Marcus Hedberg at Fatshark AB.
Where is Marcus Hedberg based?
Marcus Hedberg is based in Greater Stockholm Metropolitan Area, Sweden while working with Fatshark AB.
What companies has Marcus Hedberg worked for?
Marcus Hedberg has worked for Fatshark Ab, Tobii, Avalanche Studios, Favro, and Dice (Ea Digital Illusions Ce Ab).
Who are Marcus Hedberg's colleagues at Fatshark AB?
Marcus Hedberg's colleagues at Fatshark AB include Bryan Lobo, Sebastian Weidenhielm-Lindén, Lewis Hale, Marcos Correa, and Erik Appelqvist.
How can I contact Marcus Hedberg?
You can use AeroLeads to view verified contact signals for Marcus Hedberg at Fatshark AB, including work email, phone, and LinkedIn data when available.
What schools did Marcus Hedberg attend?
Marcus Hedberg holds Standalone Course, Computer Game Production (M0053D) from Luleå University Of Technology.
What skills is Marcus Hedberg known for?
Marcus Hedberg is listed with skills including Video Games, Quality Assurance, Game Development, Test Planning, User Experience Testing, Testrail, Ps3, and Cross Team Collaboration.
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