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.
• 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.
• 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.
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.
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.
Wolfenstein 2: The New Colossus
Creative, burst, compatibility, and directed testing of all systems on all platforms.
• 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.
DOOM & Dishonored 2
Creative, burst, compatibility, and directed testing of all systems.
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
• 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.