Design gameplay tests, drive qualitative analysis, synthesize findings into insights that inform design anduct decisions
Amazon GamesDesigned and led internal gameplay tests for Tomb Raider and King of Meat: defined test objectives and success criteria, moderated cross-functional sessions, wrote up findings for production and leadership. Drove deep weapon balance evaluation for Legacy of Atlantis and Catalyst across sandbox and main game levels, sharing detailed notes in milestone reports starting from the prototype phase.
EALed weekly gameplay sessions with 30-40 participants including executives on Battlefield Mobile. Drove complex qualitative analysis for multiple weapon types (automatic, LMG, SMG, shotgun, pistol) evaluating firing rate, damage, reload time, hip-fire/ADS, scope, and attachments. Documented findings in a historical analysis spreadsheet used by design and PM teams to iterate balance changes quickly and scale back when needed.
EALed qualitative analysis for Player Progression from FTUE to Lvl 50 on Battlefield Mobile: evaluated unlocks, rewards, and pacing. Identified inconsistencies, stale data, and missing data early in the lifecycle preventing blockers and show-stopper issues before they reached players.
EACollaborated with UXR and Product Management to define target players, understand core demographics, expectations, and pain points. Built feedback tools: online questionnaires and a custom Slack plugin so feedback collection was consistent across sessions. Assisted longitudinal playtest participants to gather retention and difficulty progression data.
GApp LabDesigned and conducted 50+ playtests with young adults on the autism spectrum (Choreografish VR). Conducted usability tests with surgeons on Trauma XR medical simulation. Field research at Salt Lake City ATC tower for Drone Commander (UDOT/FAA).
CrossAdapted testing approach from rapid internal gameplay sessions with same-day turnaround (Tomb Raider, King of Meat) to structured multi-week UXR studies with specialized participant populations (Choreografish, Trauma XR), building custom feedback tooling when sessions scaled beyond manual note-taking (Battlefield Mobile).