My start in the Industry was that of a Technical Artist and Quality Assurance Tester. I showed an aptitude with Game Design by working with the Lead Designer to fix some of the problems that I was writing bugs for, and eventually was shifted into a Junior Design position.
As a Junior Designer, I worked on multiple games while being given room and guidance to explore the right "fit" within Design. My mentors helped guide me in the ways of being a Game Developer, and helped shape me into a Designer with a focus on Content Design and Systems Design.
ESPN: University College Town
Role: Junior Designer - Systems Focus
Responsibilities: Implementation of assets from the Art team. Tuning and balance for the economy. Research. Bug Fixing and Live Ops triage.
Responsibilities: Implementation of assets from the Art team. Tuning and balance for the economy. Research. Bug Fixing and Live Ops triage.
Tony Hawk: Ride & Tony Hawk: Shred (Wii, PS3, Xbox 360)
Role:Junior Designer - Level/Content Focus
Responsibilities: Greybox and Collision placement. Power-up and roll-over bonus implementation. Casual Difficulty auto-path spline placement (autopilot for casual difficulty players).
Responsibilities: Greybox and Collision placement. Power-up and roll-over bonus implementation. Casual Difficulty auto-path spline placement (autopilot for casual difficulty players).
Army of 2: The 40th Day (PSP)
Role: QA, Junior Designer - Systems Focus
Responsibilities: Scripting environmental animation sequences, Power-Up placement. Gamelpay testing, Progression testing, Animation testing, Cert testing, Regression testing.
Responsibilities: Scripting environmental animation sequences, Power-Up placement. Gamelpay testing, Progression testing, Animation testing, Cert testing, Regression testing.
Tomb Raider: Underworld (Wii, PS2)
Role: QA, Technical Artist
Responsibilities: Camera Scripting, tuning, and implementation. Scripted camera sequences (tracking, spline work, F2B). Prioritizing rendering of assets based on player location and camera facing, to reduce pop-in and create small enough chunks for the console equipment to handle, which also involved doing some level design to accommodate for hardware limitations. Gamepplay testing, Progression testing, Animation testing, Cert testing, Regression testing.
Responsibilities: Camera Scripting, tuning, and implementation. Scripted camera sequences (tracking, spline work, F2B). Prioritizing rendering of assets based on player location and camera facing, to reduce pop-in and create small enough chunks for the console equipment to handle, which also involved doing some level design to accommodate for hardware limitations. Gamepplay testing, Progression testing, Animation testing, Cert testing, Regression testing.