Well, considering the clip cuts out a few seconds before any of the sounds stop...
As for my job, my technical title is "Dev QA" which is sort of like a tester meets an intern. Strictly speaking, my role is integrated testing, which means a more in depth version of what regular testers do. I run specific tests for the devs(Rather than just normal, run-around-and-break-shit testing) for various things. Examples have included in the past cataloging all instances of conversations the player needs to trigger in the game, or testing all the behaviour of specific enemies in every conceivable situation. We also run smoke checks, which is a test to see that the build functions, basically. IT' sounds small, but if the build doesn't work, the devs can work on it, so it's important.
A heavy part of the job, however, is being on-call for whatever tasks the devs require of us. These can be extremely variable in nature, covering everything from the banal(running through the game to record memory spikes and drops) to junior dev work(Integrating audio, creating interior location assets, implementing lighting, etc.) to things that are borderline unrelated to the game itself(helping the marketing team capture videos). I'm not entirely sure this part of the job is official, but lately it's been the heaviest part of the job. I haven't played the game in 2 and a half weeks, and I haven't entered a bug in almost a couple of months.
As for past games, I only got into the industry about 9 months ago, so I've only ever worked on one other game, which is
Sleeping Dogs. On that, however, I was a regular tester, so my job was limited to randomly running through the game looking for bugs. I can't really discuss the process more than that. Given the nature of my company it's questionable whether I can even say I worked on it, since I didn't work on it long enough for my name to be in the credits.
And now, I must be off, lest I be a zombie tomorrow.
Bonne Nuit, tout le monde.