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WELCOME

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Melisah Doherty

QA Technician

BA Computer Games Design

(+44) 7467 316 855

BA Computer Games Design

(+44) 7467 316 855

(+44) 7467 316 855

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About

About

MY BACKGROUND

The biggest passion in my life is gaming. Solo/Multiplayer, FPS/Adventure/RPG, Digital/Non digital - I just love it.
My experiences thus far into the Gaming Industry have revolved around Quality Assurance/Verification - and I feel that (plus my time in Uni) has given me a solid foundation to build upon as I go forward in this industry.

As an upbeat, self-motivated team player with excellent communication and imagination, I envision an exciting future in the industry.

With such a passion for game play design, level design and User Interface design/creation, I am looking to develop my skills even further in order to achieve my goals.

Browse further to see all that I have to offer.

Education & Experience

Education

WHAT I’VE LEARNED

2016 - 2020

Teesside University - BA Computer Games Design (with Foundation Year)

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2012 - 2013

Weston College - Business Administration Apprenticeship

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Experience

WHERE I’VE WORKED

February 2021 - October 2024

EA/Codemasters - Southam ~ QA/V Technician

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June 2016 - January 2021

GAME Retail - Cornmill Shopping Centre, Darlington ~ Customer Assistant

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Work Projects

Titles I have worked on

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GRID Legends

Role: DevQA & Functional QA

During this project I joined the DevQA team for around 6 months to help aid in the workload pre-release. The tasks at hand involved testing every iteration of the stable builds in order to locate and record issues that would effect the stability and experience of the game before each submission. By using software such as Visual Studios, Perforce and the various console managers I believe I became an integral part of the team during my stay with them. --->

DiRT 5

Role: Functional QA

For this project I was tasked with testing each build that was pushed through to my team. Everything from boot verifications to bugging issues regarding the player experience whilst playing the game. This also included heavy testing which focused on collisions, out of bounds testing, LODs, visual effects etc.

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Returning to Functional QA had me back to the processes much the same as in my previous project. Daily testing of the pushed builds to the platform I was assigned and bugging as appropriate. This also included heavy testing which focused on collisions, out of bounds testing, LODs, visual effects etc.

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Need for Speed Unbound

Role: Functional QA/V

For this project I started in one of the generic testing teams covering all bases for standard gameplay.
I was then asked to join the multiplayer testing team who's focus was to stabilise and stamp out all the possible bugs for online gameplay. 

This was not only tasks such as making sure the free-roam overworld was free of collision errors, highly unrealistic physics, visual anomalies etc - it also meant testing each static instance entry point that transitioned into the overworld and testing for the same things.

Apex Legends

Role: Functional QA/V

This is the project I am currently working on.
The team I am part of was named EAUK and have been acquired to assist Respawn with this Live Service title.
So far I have been part of two sub teams with very different experiences.
Firstly: Live Team ~ Almost separate from each other team in that their entire focus is the live game itself. Playing the game "undercover" alongside the community to root out bugs and anomalies within the live game. As well as scouring social media to uncover further bugs reported by actual players and confirming them to be entered into JIRA.

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Secondly: Game Health Team ~ Essentially going back to my roots of Functional QA and going back to behind the scenes testing/bugging.
I personally was given the platforms Steam & Nintendo Switch to perform my tests on their builds.
GH are tasked with main focus testing of iterative build for everything up to release candidates. Tasks revolve mostly around making sure build is stable enough to connect, elements such as UI/lighting/environment are all as they should be according to a predefined spec sheet & liaising/helping with other teams as and when needed.

Skills

WHAT I BRING TO THE TABLE

I class myself as a bright individual with a keen sense of adventure - whether that is within personal interests or in the work place. 


I pride myself in my listening and communication skills, but there is always room for enhancing those skills on a day to day basis.
 

I enjoy challenging myself in mostly everything - and can achieve this in individual work as well as team work.

Interests

IN MY SPARE TIME

Playing Video Games

Digital Art

Photography

Design Ideas

Reading

Social Media

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TestRail_Logo_Square

JIRA

JIRA

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29477654

VS

VS

UE4

UE4

maya

maya

substance

substance

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steam-logo-transparent

obs

obs

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1200x630wa

teams

teams

slack

slack

zoom

zoom

PS

PS

AI

AI

ppoint

ppoint

word

word

project

project

Skills & Languages
Awards & Interests

Portfolio - Uni Work

WHAT I HAVE DONE SO FAR

Mission Design Module - We were given a pre-made game concept with existing enemies and backstory.

It was our mission statement to create a level around the existing parameters. 

My level focused on a more post-apocalyptic idea, where the outsides are overgrown as if nature was claiming the world back after the invasion. 

You move underground where it becomes more intense and more confined - and then you meet the beasties and all hell breaks loose.

Game Development Module - This was a team based activity where we were tasked to create a level for a game in a theme of our choice. 
We didn't anticipate how much we could achieve together and ended up making a level each, this is mine.

It was the entry level into the cave system, after the "tutorial level". It introduced beginner level skills for our implemented mechanics, to encourage the player to use them in order to move forward, as well as offering a small puzzle to progress to the next section. 

Beta Arcade Module - A team based project where we had complete creative freedom. We chose our own team members and organised ourselves.
I created this fully functional UI design as a mock up for the artists to use as a base for their own art.

The game itself was a brawler party style game with lighthearted, bright and fun design style.

Games Design Project Module (Final Year Project) - A solo project designed to draw out skills learned throughout the degree and encouraged the student to explore areas they're interested in whilst also bringing new skills in to expand knowledge.

My level was based on an existing game that I am very familiar with, which added difficulty, but I wanted to change the existing User Interface to one I felt was more appropriate and easier to use within the game in question. Also adding a focal point to a new map design I had made that differed from existing ones. 

Although I was unable to recreate assets that matched the stylised art of the game, I feel that I managed to portray the essence and feel of the game with what I had.

Solo Project Examples

Game Design

Level Design

UI Design

UI Design

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