Kenneth Polly
Kenneth Polly
QA Analyst @ Singularity 6
Dallas, TX, United States

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Skills

Task ManagementPipeline DocumentationHard Surface ModelingKitbashingAsset CleanupAsset Integration

Software proficiency

Unreal Engine
Unreal Engine
Jira
Jira
Confluence
Confluence
Hansoft
Hansoft
Maya
Maya
Blender
Blender
ZBrush
ZBrush
UVLayout
UVLayout
Substance 3D Painter
Substance 3D Painter
Photoshop
Photoshop
Illustrator
Illustrator

Productions

    • Video Game
      Fortnite
    • Year
      2017
    • Role
      QA Analyst
    • Company
      Epic Games
    • Video Game
      Starfield
    • Year
      2022
    • Role
      Dev QA Analyst
    • Company
      Bethesda Game Studios
    • Video Game
      Fallout 76: Nuclear Winter
    • Year
      2018
    • Role
      Lead/Senior Embedded QA Tester
    • Company
      Bethesda Game Studios
    • Video Game
      Fallout Shelter for Switch
    • Year
      2018
    • Role
      Embedded QA Tester
    • Company
      Escalation Studios
    • Video Game
      Wolfenstein II: The New Colossus
    • Year
      2017
    • Role
      QA Tester
    • Company
      Bethesda Softworks
    • Video Game
      Dishonored 2
    • Year
      2016
    • Role
      QA Tester
    • Company
      Bethesda Softworks
    • Video Game
      DOOM
    • Year
      2016
    • Role
      QA Tester
    • Company
      Bethesda Softworks

Experience

  • QA Analyst at Epic Games
    Dallas
    February 2022 - October 2023

    Juno - [Special Project]

    • Assisted Physics Producer by leading sprint planning and triage, building Burn Down/Burn Up charts to communicate progress toward milestones, and building Jira/Miro dashboards.

    • Learned from scratch how to deconstruct Physics features for test planning by analyzing Blueprints and testing in Unreal Editor.

    • Self-taught and wrote all Confluence documentation for Physics to support testing, mitigate risk, and support developers with task management through extensive technical writing.

    • Reduced scope creep and overall feature load on developers by 30% of the initial workload by communicating risk analysis and mitigation plans at regular Milestones, assessed by complexity, player impact, and open issues by priority and severity.

    • Mentored a junior employee by focusing on hard skills development, and liaised with international test groups for efficient round-the-clock coverage.

    Fortnite

    • Utilized Miro to track the progress of gameplay features for Chapter 4 Season 2, assess and communicate risk, track testing and development tasks, and provide a visual hub for testing coverage in my absence with proven success while OOTO.

    • Wrote test strategy and documentation within Confluence, and supported external testing of multiple shipping features for full SDLC of seasonal content in Seasons 21, 22, and 24.

    • Developed test plans and risk assessments of high-value Star Wars IP content.

  • Dev QA Analyst at Bethesda Game Studios
    Dallas, TX
    January 2021 - February 2022

    • Performed in-depth analysis of crash and performance data using Visual Studios.

    • Tools testing for World Art and training for clutter placement and lighting art support.

  • Lead Embedded QA at Bethesda Game Studios (Formerly Escalation Studios)
    Dallas, TX, United States of America
    April 2020 - January 2021

    • Leading a small team of testers working across multiple titles.

    • Interfacing with multiple Studios on an interdisciplinary level.

    • Planning and assessment of future projects alongside Production.

    • Projecting risks of slipped goals in relation to QA and their impacts on future development efforts.

    • Planning QA efforts in response to sprint projections.

    • Working to identify desired areas of growth within the team and helping to enable that success.

  • Senior Embedded QA at Bethesda Game Studios (Formerly Escalation Studios)
    Dallas, TX, United States of America
    March 2019 - March 2020

    Fallout 76

    • Responsible for and organized a small team of testers working across multiple titles.

    • Dev QA Liaison between local developers and QA, and external QA.

    • Coordination with Art Production toward verifying seasonal asset development and challenges.

    • Projected risks of slipped goals in relation to QA and their impacts on future development efforts.

    • Planned QA efforts in response to sprint projections.

    • Triaged tasks and bugs in conjunction with project stakeholders.

  • Embedded QA at Bethesda Game Studios (Formerly Escalation Studios)
    Dallas, TX, United States of America
    February 2018 - March 2019

    Fallout 76

    Fallout Shelter

    • Acted as stand-in Associate Producer by organizing and conducting internal and external playtests prior to the hiring of a Producer and Associate Producer.

    • Attended daily standups, stakeholder meetings, and advised to the capacity of the QA department.

    • Facilitated inter studio cooperation in anticipation of external testing needs.

    • Trained new testers while managing a full testing workload.

    • Documented asset workflow and testing procedures as a handbook used by developers and QA.

  • Contract QA Tester at Bethesda Softworks
    Rockville, MD, United States of America
    August 2017 - February 2018

    Wolfenstein 2: The New Colossus

    Creative, burst, compatibility, and directed testing of all systems on all platforms.

  • Contract Environment Artist at Corys Thunder Inc
    Jacksonville, FL, United States of America
    August 2016 - March 2017

    • Modeled and textured locomotives, train stations, and trackside elements.

    • Integrated outsourced lidar data for a city-scale model of Toronto and Union Station, and cleaned up geometry and textures for over sixty buildings along track corridor to match current generation fidelity.

  • Contract QA Tester at Bethesda Softworks
    Rockville, MD, United States of America
    February 2016 - August 2016

    DOOM & Dishonored 2

    Creative, burst, compatibility, and directed testing of all systems.

  • Technical Artist at Engineering and Computer Simulations
    Orlando, FL, United States of America
    July 2014 - February 2016

    Remastered full library of character models and texture assets for use in a next-gen real-time Unity game environment.

    Contract Technical Artist at Cubic Corporation

  • Contract Technical Artist at Cubic
    Orlando, FL, United States of America
    July 2014 - December 2015

    • Product Owner of multiple levels, modeling assets and approving all assets modeled by other team members to be placed in Unreal Engine 4.

    • Identified a functional problem with level transitions and developed a solution alongside other departments, by using modular assets with blueprints for a seamless transition between levels.

    • Whiteboxing, asset modeling, UV/lightmap creation, and material assignment of game assets for use in US Navy Littoral Combat Ship Courseware within Unreal Engine 4.

    • Use of photogrammetry data as modeling reference.

    • Interaction with Subject Matter Experts for lesson development and interaction requirements.

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