General Arcade Team
From Gamer Girl to QA Engineer at General Arcade
At General Arcade, every game we work on goes through rigorous testing, refinement, and improvement. One of the minds leading this critical process is Elle, our QA Engineer, and a gamer girl. Her keen eye for detail ensures every game we deliver meets the highest standards.
Here’s her story:
Elle’s love for technology began at a young age, eventually leading her to pursue a degree in Computer Science with a specialization in Artificial Intelligence (AI). Being a QA Engineer, Elle is dedicated to ensuring that every game we create meets the highest standards. Her day-to-day involves identifying bugs, running regression and smoke tests, and verifying every technical and performance aspect of a game. Right now, she’s working on Captain Blood, a project that recently had an exciting demo release on Steam.
Andrei B.: The Mind Behind General Arcade’s Game Production
It’s 2025, and we’re thrilled to continue our series of interviews with the incredible minds behind General Arcade. Meet Andrei B., our Production Director with a career spanning over two decades in the IT industry, Andrei’s path to game production has been shaped by a combination of his expertise in management and his ability to navigate both the technical challenges and the human aspects of game development.
“With over 20 years in various IT roles, I never specifically aimed to enter the game development industry, but the prospect always intrigued me. Game development is notoriously difficult to break into from the outside; even similar positions require skill sets that diverge significantly from other IT sectors. My entry was a combination of experience, circumstances, and my background as a seasoned manager.
The QA Engineer Behind Your Favorite Ports
Putra’s foray into the technology sector began with a distinguished academic background in Information Technology, earned with Honors from the University of Technology Mara in Shah Alam. Inspired by his love for gaming, he set his sights on the gaming industry and joined General Arcade as a QA Engineer. Here, he’s making waves by ensuring the quality of the games we port to various platforms. His job involves testing games, hunting down bugs, and making sure everything meets industry standards. A typical day for Putra involves addressing technical requirements for PlayStation while collaborating closely with the development team to report issues and verify fixes, all aimed at enhancing the overall gaming experience.
From Malaysia to the US and back: The New Star Of Our Team
Sacchin’s journey into the tech world started with his dad’s nudge, who also studied in the US. Following his dad’s lead, he chose the cool DigiPen Institute of Technology in Redmond, Washington. Sacchin thrived there, learning heaps about computer science and game development, setting the stage for his future career.
After graduating, Sacchin joined The Forge in San Diego, California, as a Graphics Programmer, where he quickly moved up the ranks to become a Senior Graphics Programmer. His time at The Forge was marked by big contributions to major projects, which fuelled his passion for game development.
GTA Vice City Stories | WidescreenFixesPack
In the ever-evolving world of gaming, the allure of classic games remains strong. For Sergey, this allure became a mission to enhance and modernize beloved old titles. Through his project, WidescreenFixesPack, Sergey has made significant strides in improving the quality of life for gamers who cherish these timeless classics.
Learn more about the project here: GitHub
Sergey’s story:
Basically, it’s when you want to play an old game, but something isn’t working, it won’t launch, or you just want to improve some Quality of Life (QoL) aspects. So, you sit down and figure out what can be done, and if it’s not too complicated, you create a plugin that works like an official patch, usually without replacing any game files.
There are also projects (plugins) for modern emulators of old consoles, like PPSSPP. I made QoL updates for my favorite, GTA Vice City Stories, since the game is only available on PSP and PS2. These updates include improved controls, script fixes for 60fps, right-stick camera support, and more.
There are many different plugins, so it’s hard to encapsulate the entire project. Nevertheless, this project led me to meet Gennadii Potapov. In 2013, Gennadii reached out to me, lacking the source code, and proposed a QoL update with widescreen support for Marc Eckō’s Getting Up: Contents Under Pressure. At that time, we couldn’t implement everything, but in 2022, a huge fan of the game from Australia contacted me, questioning why the game’s UI elements disappeared at 4K resolution. I’d never tested it at 4K, so I got intrigued.
I ended up rewriting the entire plugin from scratch and suggested to Gennadii that we update the 2013 version in the official release, which we did.
