Portfolio

Hans Wakelin's

Proficiently developed and optimized a custom sprite renderer and collision system, collaborating closely with QA leads to diagnose and resolve issues. Leveraged advanced texture creation expertise to address bugs swiftly with limited resources, ensuring timely and successful game delivery.

RWBY: Arrowfell

Established level design, scene composition and data/game object management processes during early stages of development to streamline iteration and improve asset consistency. Implemented game world level layouts, item/enemy placement and mission objectives in game engine editor, and had the autonomy to apply creative and efficient solutions to problems exposed during implementation.

NEO:
The World Ends With You

In direct collaboration with the Game Design Lead and Publisher correspondent, blocked out, textured and iterated on every single game environment, along with all landmark set pieces from prototype stages up until final art passes. Also, created over a quarter of all cinematics in the game, involving the implementation of state machines to control branching based on mission progress, hand-crafted animations of 2D object and texture parameters, and skillful manipulation and choreography of VFX, SFX, and scores of art assets.

River City Girls 2

Scripted and implemented a variety of gameplay objects and systems (tunable dynamic lighting, hazards and other interactive objects) that affect player and enemy characters in varying ways in the early phases of development.

VR and Mobile IPs
(UNANNOUNCED)

Created game development documentation for two new IPs for both
mobile and VR platforms and prototyped functional game loops for them in UE4. Gameplay systems and gameplay logic were done in blueprint, meshes modeled, skinned and animated in Blender, and textures and UI assets made in GIMP and Affinity Photo/Designer.

DISNEY MAGICAL WORLD 2

Created an Excel macro (VBA script) to import a label/data file from an external program and output that data in the Excel spreadsheet so that it could be converted to binary and used in the game. Previously data had to be entered by hand, so this increased workflow tremendously.

Contra: Operation Galuga

(Responsibilities Redacted)

AIKATSU

Working closely with the lead content manager, created new and innovative rhythm tracks for Aikatsu, running on Bandai's Data Carddass machines, that adhered to a strict set of rules, customs, and quality standard that had been expected by the loyal fan base.

Documented mission objective design and layouts of all assets involved. Implemented designs in 3D Studio Max and improved functionality based on feedback from anyone who gave it.

TRANSFORMERS:
REVENGE OF THE FALLEN
SPIDER-MAN: WEB OF SHADOWS

Scripted mission events and flow using a proprietary scripting language, and placed enemies and gameplay objects according to specification.

SPIDER-MAN 3 THE GAME

Scripted all aspects of all side mission events using a proprietary scripting language, and placed markers and gameplay objects using engine tools.

ULTIMATE SPIDER-MAN

Scripted all aspects of all side mission events using a proprietary scripting language, and placed markers and gameplay objects using engine tools.

SPIDER-MAN 2

Designed and scripted all aspects of all locomotion-based side missions using a proprietary, C-based scripting language; placed markers and gameplay objects using engine tools.

Ash VS Evil Dead
Eggs of Steel

As the QA lead, I managed the testing process and ensured the product met all technical requirements. I also collaborated with the development team and publisher to prioritize tasks and boost efficiency throughout the mid and final development stages.

Drove the development of interactive fitness gaming experiences through strategic product management, collaborating with cross-functional engineering, design, production, and QA teams to define level design standards and metrics. Spearheaded innovative approaches to streamline game asset organization, optimize audio implementation, and enhance art and design department tools. Developed and implemented robust testing methodologies to verify feature functionality, significantly improving development efficiency and user experience across multiple project teams.

Cycling Experience (Beta)

Peloton Interactive

Wayforward Technologies

h.a.n.d., Inc.

Treyarch / ATVI / Blizzard

Rhythm & Hues

Tony Hawk's Pro Skater 2 (2006, Windows Mobile) QA Testers
Kelly Slater's Pro Surfer (2003, Windows) Quality Assurance
NHL 2K3 (2002, Xbox) QA
Minority Report: Everybody Runs (2002, PlayStation 2) Quality Assurance Testers
Minority Report: Everybody Runs (2002, Xbox) Quality Assurance Testers
Minority Report: Everybody Runs (2002, GameCube) Quality Assurance Testers
NHL 2K3 (2002, PlayStation 2) QA
Kelly Slater's Pro Surfer (2002, PlayStation 2) Quality Assurance
Street Hoops (2002, PlayStation 2) Test Team
Spider-Man (2002, Xbox) Quality Assurance Tester
Spider-Man (2002, Windows) Quality Assurance Testers
Spider-Man (2002, PlayStation 2) Quality Assurance Testers
Spider-Man (2002, GameCube) Quality Assurance Testers
Wreckless: The Yakuza Missions (2002, Xbox) Testers
Tony Hawk's Pro Skater 3 (2001, GameCube) Testers
Doom (2001, Game Boy Advance) Test Team
Weakest Link (2001, Windows) Question Testers
Supercar Street Challenge (2001, PlayStation 2) QA Testers
Mat Hoffman's Pro BMX (2001, PlayStation) Testers
Weakest Link (2001, PlayStation 2) Question Testers
Weakest Link (2001, PlayStation) Question Testers
Tony Hawk's Pro Skater 2 (2001, Nintendo 64) QA Testers
Disney•Pixar Toy Story Racer (2001, Game Boy Color) QA Testers

Disney's The Lion King: Simba's Mighty Adventure (2001, PlayStation) Testers
Walt Disney World Quest: Magical Racing Tour (2000, Game Boy Color) Testers
Call to Power II (2000, Windows) Testers
Tony Hawk's Pro Skater 2 (2000, Windows) QA Testers
Eggs of Steel (1998, PlayStation) Testers

QA Contributions: Testing & Leadership

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