My role as a technical tester at Bungie has me in charge of testing network-intensive content from a technically-minded standpoint. My daily tasks involve assisting the design and content creation team by debugging issues through proprietary design tools, map editors, encounter implementation software, and scripting languages in order to ensure critical bug fixes are pushed through to our branch integration system and regressed in a time-sensitive manner.
TA2
343 Industries
July 2011 - July 2012
At 343 Industries, I was utilized as tools tester and content test lead. Along with creating and running the test plans, test cases, documentation, and reporting of daily content and tools BVT reports for my team of eight, I also worked closely with the encounter design team to build their test scenarios. Via conferencing with the combat design team to understand their design methodologies and newly-implemented features, I was tasked with creating dynamic, content-side test maps that would effectively yet concisely test all issues that could possibly block encounter designers.
Tools Test Lead
Zipper Interactive
November 2008 - July 2011
Over my three-year stay at Zipper, I learned the basic operations of a video game development cycle while greatly contributing to two online-oriented first and third-person shooters, MAG and Socom 4. I rose through the ranks from being a black box BVT tester, to owning my own areas and test passes, to maintaining all test plans and developer relations for the team as a BVT lead. This ultimately led to a junior designer position in charge of testing all proprietary tools, map creation software, compilers, depots, and fixing minor content bugs.
Quality Assurance
ArenaNet
January 2010 - March 2010
I was hired on at ArenaNet for a 3 month contract to continue my education of the video game development process in-between contracts at Zipper Interactive. At ArenaNet, my responsibilities included attending meetings to learn about patches and changes to the live and running Guild Wars universe, effectively communicating those changes to the public as a game moderator, and testing those changes to ensure gameplay was optimal for automated monthly tournaments.
Game Tester
Volt Game Testing (VMC)
February 2008 - October 2008
In my contract position with VMC, I was responsible for executing prewritten manual test cases for video game software. My ability to find abnormalities in both prewritten and ad hock test cases as well as my attention to detail in bug reports was quickly noticed by my supervisors, resulting in more responsibilities as a team lead on Xbox 360 and Zune projects.