Games - Ubisoft - Game Design Dev QC


For 18 months I worked at Ubisoft Reflections, on Driver: San Francisco and Just Dance 3. Initally as a tester, then as Game Design Dev QC. During this time as well as bugging what needed bugging and following up on fixes, I learned some basic lua script and the in-house cutscene editor, suggesting design and aesthetic changes with design director and art director. Many of these changes were implemented (including one which got a mention in this review by a notoriously harsh reviewer). As well as my QC responsibilities (validating daily builds, submission and different sku builds), I also fixed a few script bugs, and managed the studios social media relationships.






Digital Trends gave us 'Best Driving Game', and a nomination for best multiplayer at E3.
Gamepro.com listed us as one of the biggest surprises but got our games title wrong Doh!
Wired gave us this great write up of their experience of the demo at E3.
Joystiq gave us a good preview, and eventually listed us as one of their'Favourite Games Of E3'.
Destructoid gave us a small article on single, and multiplayer modes.
Dualshockers gave us a report on there hands-on with our multiplayer demo.  Then went on the record a interview with Martin Oliver and JS from our Driver stand at E3.
Games Radar gave us a pleasant E3 hands-on report.
Nomination for the 'Best Racing Game' in the game Critics Awards.

(links pilfered from @KnottedRadar who had a really good collection)



'DevJam' - in-house design competition
During an in-house team competition at the studio, I was the Producer/Creative Director of a group. We designed a complete original IP family motion game, with complete design docs, a working demo of one of the most challenging mini-games (done in 1 week), then I pitched it to the studio. For our efforts, pitted against 11 other teams, we won Best Pitch, Biggest Technological Achievement, and Best Effort.

Trophies!