YOANN SCHULER

Find here the Steam pages for Tour de France 2025 and Pro Cycling Manager 2025 !
My Work
QA
My 6-month internship at Cyanide Studio was made under the title of QA Tester, and thus my main responsability was to attest of the technical soundness of each build delivered by the programmers as the sprints went on. Rigorously undergoing the several battery of tests with each versions of the two games was the heart of my mission.
Communication
Being a QA Tester obviously doesn't sum up to filling test sheets. It got me to practice a lot of skills valuable to every line of work, like communication. The importance of signaling immediately any major issue to the development team cannot be overstated, as well as clarifying whether or not specific features are implemented as intended. Clear, direct, and friendly interactions with the team were everyday experiences for the whole duration of this internship.

Assisting the Producer
QA Testers, at least at Cyanide Studios, are no less than assistant producers. I was in constant communication with ours, and helped him directly through prioritising bug fixes, bringing editor and team informations to his attention, and giving him a clear vision of the state of the game at any given moment. Reference from him is available, on demand.
Playtesting
QA and Playtests are two very different thing, with drastically different mindsets ! While my task as QA Tester was to ensure the mechanics and visuals were implemented as envisioned by the team, I was on the front row to notice any problem in the actual way new elements interacted with the game, and my feedbacks were always both asked and considered.

The Projects
The Cycling team of Cyanide Studio worked on Pro Cycling Manager 2025, the new iteration of the cycling management series, and Tour de France 2025, a more arcade oriented game where players are able to control riders' direct movement during the stages. The 2025 iterations on this game transited from quite an ancient in-house engine to Unreal 5, and I was there during the switch. Though, as expected, the new engine brought a lot of unexpected issues, it was truly a pleasure to see how differents the games looked after the transition. It felt very rewarding to see the experience improve with each passing day, and though I left the studio before the game came out, I am confident they'll deliver an experience on par with the players' expectations.

The Team
It would be long to mention everyone on the team - and the credits are available on internet ! - but I will mention here the people I interacted with daily :
Tuan Ngo - Producer
Mathieu Drai - Lead QA Tester, mentor
Eliott Goumy - Fellow QA Tester intern
Axel Courmont - Game Programmer
Mathis Rousselot - Game Programmer
Alexandre Tripier - Game Programmer (no website, as far as I know)
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Thanks to all of them, as well as the ones I didn't mention, for this wonderful introduction to the videogame industry !
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