Amanda Rivet
Quality Assurance Analyst at WB Games Boston- Claim this Profile
Click to upgrade to our gold package
for the full feature experience.
-
English -
-
American Sign Language Elementary proficiency
-
Spanish Elementary proficiency
Topline Score
Bio
Renzo G. Heredia
I had an awesome time working with Amanda at Santa Monica Studio on God of War Ragnarök. She was an important part of making sure UI issues (display and accessibility options) were working appropriately, and was proactive in asking questions about issues she found in the game and helping keep the team informed on UI bug trends and general updates. She's a great team member who reminds her coworkers of their value to the team as well. She tells wonderful stories and always shares interest in what other team members are working on or talking about. I'm super happy to have worked with Amanda, and I recommend her for any QA or UI dev support role in any studio.
Renzo G. Heredia
I had an awesome time working with Amanda at Santa Monica Studio on God of War Ragnarök. She was an important part of making sure UI issues (display and accessibility options) were working appropriately, and was proactive in asking questions about issues she found in the game and helping keep the team informed on UI bug trends and general updates. She's a great team member who reminds her coworkers of their value to the team as well. She tells wonderful stories and always shares interest in what other team members are working on or talking about. I'm super happy to have worked with Amanda, and I recommend her for any QA or UI dev support role in any studio.
Renzo G. Heredia
I had an awesome time working with Amanda at Santa Monica Studio on God of War Ragnarök. She was an important part of making sure UI issues (display and accessibility options) were working appropriately, and was proactive in asking questions about issues she found in the game and helping keep the team informed on UI bug trends and general updates. She's a great team member who reminds her coworkers of their value to the team as well. She tells wonderful stories and always shares interest in what other team members are working on or talking about. I'm super happy to have worked with Amanda, and I recommend her for any QA or UI dev support role in any studio.
Renzo G. Heredia
I had an awesome time working with Amanda at Santa Monica Studio on God of War Ragnarök. She was an important part of making sure UI issues (display and accessibility options) were working appropriately, and was proactive in asking questions about issues she found in the game and helping keep the team informed on UI bug trends and general updates. She's a great team member who reminds her coworkers of their value to the team as well. She tells wonderful stories and always shares interest in what other team members are working on or talking about. I'm super happy to have worked with Amanda, and I recommend her for any QA or UI dev support role in any studio.
Experience
-
WB Games Boston
-
United States
-
Computer Games
-
100 - 200 Employee
-
Quality Assurance Analyst
-
Apr 2023 - Present
-
-
-
Santa Monica Studio
-
United States
-
Entertainment Providers
-
200 - 300 Employee
-
Senior Quality Assurance Analyst / UI Dev Support Analyst
-
Aug 2021 - Dec 2022
* Provided testing for Alfheim Desert XPL for 6 months, focusing on core progression, stability/performance, visuals, rewards, bosses and in-game events. * Presented critical bugs and documentation regarding status of test cases for menus/settings to UI/Accessibility developers and Dev Support testers. * Compared state of branches prior to company playtests. * Conducted online meetings/one-to-ones with testers and developers to inform them of test status, important bug information and assist with knowledge transfer. * Performed Regression, Console/Compatibility, Smoke/Acceptance, Nonfunctional, Accessibility, Patch/Branch, and Audio testing through the product life cycle. * Worked in JIRA for bug reporting, Neighborhood for recording footage, pushing builds and verifying console status, Openshot for editing videos, and Testrail for regression testing and update verification. Show less
-
-
-
MAK Technologies
-
United States
-
Software Development
-
200 - 300 Employee
-
Software Quality Assurance Engineer
-
Jul 2019 - May 2021
*Used Ontime and JIRA for tracking and logging defects. *Translated areas of testing previously documented in Excel to Spiratest. *Validated training software for military and aerospace companies. *Represented corporation through in-person demos and industry conventions. (IITSEC 2019) Presented various features and developments to international clients. *Experience with VR/AR technology, Driving simulators, Flight simulators, Simulation Engines, and "Serious Games". *Assisted with creating videos/screenshots for important presentations and meetings with contracted clients. *Onboarded new QA engineers and acted as VR Engage subject-matter expert for validation. Show less
-
-
-
OtherSide Entertainment
-
United States
-
Computer Games
-
1 - 100 Employee
-
Quality Assurance Lead
-
Jan 2018 - Jun 2019
*Led the QA team for Underworld Ascendant. Was responsible for contacting several remote QA teams and Console Engine teams for assistance with Console and PC testing. *Performed Manual Testing and little Automated testing for Steam, Xbox and PS4 releases of Underworld Ascendant. *Performed Regression, Performance/Loading, Console/Compatibility, Smoke/Acceptance, Localization, Alpha/Beta, and Branch Testing through the product life cycle. *Worked in Hansoft and JIRA for bug reporting, and Testrail for regression testing and update verification. *Worked in Steam Developer Tools for branch testing and pushes, Xbox One Manager for pushing builds to the Xbox along with testing, and PS4 Manager for pushing builds to the PS4 along with testing. *Led meetings to get internal feedback from all parties about the current product while creating plans of action to tackle before the next meeting. *Verified documentation through the release process and patch/release notes for both the console and PC versions of Underworld Ascendant provided by ESRB and 505 games. *Aided in interviews and onboarding processes for new team members. Show less
-
-
-
MahiGaming
-
United States
-
Software Development
-
1 - 100 Employee
-
Quality Assurance/Quality Assurance Lead
-
Sep 2016 - Jan 2018
*Coordinated with current and newer team members to go through a series of suites that verifies all the correct functionality, UI, and aesthetics of the products within a month turn-around time. *Taught Black-Box Methodologies to Newer Members. *Taken on QA leadership for three products and several hotfixes. *Supported eight products as QA. *Created and Setup Test Suites in Excel and TFS. *Used TFS to track bugs throughout the development progress and track the progress of testing software. Show less
-
-
-
WB Games Boston
-
United States
-
Computer Games
-
100 - 200 Employee
-
Quality Assurance Intern
-
Jan 2016 - Aug 2016
*Quality Assurance for Dungeon and Dragons Online's "Update 30: Gnomageddon!" and "Update 31: Gnomework", Batman: Arkham Underworld and Lord of the Rings Online. *I was responsible for using Parature to go through Player Bugs for Dungeons and Dragons Online as well as Lord of the Rings Online. *I also documented the bugs in JIRA, took screenshots and gave steps to recreate certain bugs. *Chat testing during special events/"White gloving", testing new quests, dialogue, crafting systems and doing Damage Per Second testing with certain classes and abilities in LOTRO and DDO. Show less
-
-
-
RIT Center for Media, Arts, Games, Interaction and Creativity (MAGIC)
-
Rochester, New York Area
-
Multiple Positions (2D Artist/Web Designer, Art Lead, UI Artist)
-
Jun 2014 - May 2015
I was a 2D artist for the project "A.V". A.V. is a futuristic FPS that uses sounds to navigate through dark areas and solve puzzles. Prior to working with MAGIC Spell Studios, I have helped design the Main Menu for the game and the game's website. During the summer, I have helped with redesigning their website and making media (videos, t-shirts, web art) to help promote the game on Kickstarter and Steam Greenlight. I worked with HTML5, CSS, Javascript, PHP, and Photoshop to design the websites. I also worked with Illustrator and Photoshop to create the shirts and web art. In the Fall, I was an Art Lead for the game "Splattershmup". Splattershmup is a shoot-em-up art game where your trails, weapons and enemies help create a beautiful painting that can be shared on social medias. I worked with a team, led the art direction, created the look and feel for the User Interface, color themes for the game and presented these ideas in a professional critical environment. Splattershmup was selected for inclusion and presentation at the 2016 Indie Arcade at the Smithsonian Museum of American Art, Washington, DC in January 2016. In the Spring, I worked as a UI Artist for "The Garden". The Garden focused on a famous painting created by Bosch, and details a player's trip through the surreal hell that the artist has created. I was in charge of developing the Inventory screen for the game and design some of the buttons for the Main Menu. We were invited to demo and give a presentation on the Bosch game at the Harvard Digital Futures Consortium in December 2015. Show less
-
-
Education
-
Rochester Institute of Technology
Bachelor of Science (BS), Game Design and Development