Palia
• Defined and measured delivery KPIs for optimal team efficiency and capacity planning.
• Created a mature defect workflow that recovered 300+ lost tasks and defects from the backlog.
• Designed test strategy and assessed risk for Palia on Nintendo Switch, Steam, XBOX, and PS5.
• Migrated Google Docs to a Confluence Wiki, increasing accessibility and permissions for 150 developers.
• Triaged and refined sprint backlogs to free up Producer resources.
• Coached developers in agile best practices, story point estimation, and sprint capacity.
LEGO Fortnite
• Reduced MVP scope creep and developer load by 30% by performing risk analysis.
• Proactively learned Chaos physics in UE to deconstruct and analyze blueprints for test planning.
• Led Physics Team sprint planning, created a JIRA KPI dashboard, refined backlogs, and split PBIs.
• Communicated mitigation plans, regularly assessed by complexity, impact, priority, and severity.
• Mentored a junior peer by focusing on hard skills development.
• Coordinated international test groups for efficient round-the-clock coverage, and realistic goal setting.
Fortnite
• Supported an external test team for multiple gameplay features with test strategy and documentation.
• Created a visual hub in Miro to track testing and development tasks, and communicate risks.
• Developed test plans and risk assessments of high-value Star Wars IP content.
Starfield
• Analyzed crash and performance data with Visual Studios.
• Tools testing, and clutter and lighting placement in support of the World Art Team.
Fallout 76: Nuclear Winter, C.A.M.P. Shelters
• Released expansion content with a 4-point increase in Metacritic rating.
• Liaised with stakeholders across 3 studios.
• Focused on team wellness during the transition to WFH.
• Owned test planning and strategy for features, systems, and expansions.
Fallout 76
• Coordinated local 6-person QA team and 80+ external testers across 3 projects.
• Projected risks of slipped QA goals and their impacts on future development efforts.
• Adopted an Agile framework into QA workflow by embedding QA into sprint planning and scrum.
• Worked with Art Producers to verify seasonal assets quality.
• Triaged in conjunction with producers and project stakeholders.
Fallout 76, Fallout Shelter
• Proxy Associate Producer for 6 months running playtests and communicating with stakeholders.
• Connected internal and external test groups for test planning exercises.
• Trained a 4-person test team concurrent with testing and stakeholder reporting duties.
• Documented asset workflow and testing procedures for use by developers and QA.
Wolfenstein 2: The New Colossus, Freedom Chronicles DLC
Creative, burst, compatibility, and directed testing of all systems on all platforms.
Full Motion Cab Locomotive Training Simulator
• Modeled and textured locomotives, train stations, and trackside elements.
• Integrated lidar data and retopologized 60+ assets for a city-scale model of Toronto Union Station.
DOOM (2016), Dishonored 2
Creative, burst, compatibility, and directed testing of all systems.
Veterans Affairs Virtual Medical Center (VA-VMC)
• Character models and texture assets for next-gen real-time Unity game environment.
Contract Technical Artist at Cubic Corporation
US Navy Surface Training Immersive Gaming and Simulations Initiative
• Identified and developed an interdepartmental solution to improve level streaming.
• Owned multiple levels, approving assets modeled by the team to be placed engine.
• Whitebox and final game assets for use in US Navy Littoral Combat Ship Courseware within UE4.
• Cleanup and integration of photogrammetry data for modeling reference.
• Interaction with Subject Matter Experts for lesson development and interaction requirements.