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FUSER

EXTERNAL LINKS -

- Website -

  • FUSER logo

- Twitter -

  • Twitter Social Icon

- Twitch -

  • Twitch Icon

TAKE CONTROL OF THE MUSIC!

FUSER is a creativity focused rhythm game in which the player takes on the role of a DJ playing various sets at a massive music festival. To keep the crowd entertained & having fun, they're able to mix and combine different sections of different songs to create a completely new mix. Players can also share their mixes with other DJs, work together in cooperative freestyle, and compete with each other for the attention of the audience.

DOCUMENTATION -

FACTS

Role/Development Period

  • QA Analyst (7/2022-10/2023)

  • QA Tester (12/2019-7/2022)

Publisher

NC Soft

Engine

Unreal Engine 4

Responsibilities

  • QA

  • Level Design

  • Content Design

  • Live-Support

Platforms

CONTRIBUTIONS

Game Design

  • Concepting, building, and iterating on post-launch levels (Live-Set Events) using Unreal Engine 4.

  • Managing live-service cosmetic offers in FUSER's Diamond Store and various events via administrator tools and spreadsheets.

  • Documenting development tools, project features, and best work practices.​​

QA

  • Organizing testing sessions with both internal and external QA teams.

  • Discovering and logging new bugs with JIRA, assigning them to the appropriate person for a fix, and verifying said fixes after they are made.

  • Writing and running test cases on various features for exit testing.

  • Participating in daily scrum meetings with other developers to stay up to date with each other's work.

POST-MORTEM

As FUSER was the first AAA video game that I worked on, there's been so much I learned about game development from being a part of this team:

  • UNDERSTANDING DIFFERENT PLAYER DEMOGRAPHICS

With the work that I did on Live-Set Events, I got a lot of good experience with understanding the player demographics of FUSER. In the beginning, most of the levels that I made were with a competitive mindset, as that was the testing background I adopted from being a tester for both previous Live-Set Events and Battles. While that was still a good thing to keep in mind, the play-testing we did for my events taught me that a lot of FUSER players want to emphasize creating a good mix. Thanks to this info, I've been able to adjust previous events and make new ones that offer a balance of both creative and competitive gameplay, and they've shown to be much more enjoyable.

  • UNREAL EXPERIENCE

Unreal Engine 4 was something that wasn't apart of my college curriculum, even though it was an engine ​I always wanted to learn how to use. Thanks to my work on Live-Set Events though, I finally got that chance. I feel like I got to learn a lot about the basics of the engine, and with my knowledge of other game engines, it was actually really easy to navigate. With this new engine at my disposal now, I'm looking forward to creating some personal project in the future with it.

  • WORKING WITH OTHER GAME DESIGNERS

Even though I'm not a designer on FUSER, I feel like I got a lot of design insight from working with the different game designers on our team. Being able to be a part of the scrum teams that I have, and getting to give feedback and listen in on team meetings has offered me a lot of knowledge from senior designers. Not to mention that I've gotten to be part of features that are in their early development stages. I think it's helped me learn about how so many others think of design, and how to communicate with them on what we think could be good and maybe not so good design choices.

  • ADMINISTRATOR TOOLS

Knowing how to use our admin tools was an absolute necessity for my work with Live-Set Events and the Diamond Store, and I think I was able to learn how they worked very effectively. This knowledge was beyond helpful when I moved over to the live-support team, as I started scheduling diamond store offers and setting up my created events so that they were ready for players.

  • WORK FROM HOME EXPERIENCE

With the COVID-19 pandemic going on for most of my time on FUSER, the entire studio transitioned to work from home very early on. It forced a lot of us to adapt to new work styles, and to balance our work lives with our personal lives. Even though I didn't work in our office long, I think it gave me a good impression of how to put more focus on my work when I need to be focused, and I think that helped me as a whole when I began working from home. Whether the future holds more working from home or going back to an office, I think I'll be prepared for either now.

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