Chris Beagle

Technical Designer at High Moon Studios
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Contact Information
us****@****om
(386) 825-5501
Location
Vista, California, United States, US

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5.0

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Peter Arata

What can I say about Chris? He is a quality tester. He always brought his all to the task at hand. He is a passionate and driven individual. He was someone I could always rely on. His interest in design was always as an asset and never an impediment as a tester. He had a strong grasp of the underlying systems that made Gigantic tic. Any dev team/QA team would be lucky to have him. I whole-heartedly recommend him.

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Experience

    • United States
    • Computer Games
    • 100 - 200 Employee
    • Technical Designer
      • Jun 2017 - Present

      Destiny 2: Forsaken I was responsible for the implementation of the new Cryo-Pod and Ether Harvest public events and played a support role for its campaign missions and the Broodhold strike. I also worked on the destination's investment system and assisted with the destination's memory management and optimization. Call of Duty: Modern Warfare (2019) I was responsible for the tech design needs of the campaign level Hunting Party, assisted with the campaign level Old Comrades, and was solely responsible for the memory management of both (geo and asset streaming). Call of Duty: Black Ops - Cold War I was responsible for the tech design needs for the campaign finale The Final Countdown and also assisted with the campaign level Redlight, Greenlight. Call of Duty: Warzone I was responsible for the implementation of new sandbox features (AA turrets, carriable gasoline cans, and redeploy balloons) and assisted with various seasonal updates' needs, including Power Grab, a new game mode featured in the Summer of Action/Nakatomi release. Call of Duty: Warzone 2 I was responsible for the implementation of a new sandbox feature (redeploy drones) as well as some map-specific features, like Ashika Island's "fishing", and assisted with various seasonal updates' needs, including support for the Resurgence game mode. Show less

    • QA Tester
      • Aug 2016 - Mar 2017

      GiganticMy responsibilities included finding, investigating, and documenting bugs, verifying bug fixes, and participating in impromptu and focused playtests. I also provided actionable feedback to the design team, was highly involved with the community, designed prototype heroes as pet projects, and fully-implemented one of said heroes (JSON).

    • QA Tester (Contract)
      • May 2016 - Aug 2016

      GiganticMy responsibilities included finding, investigating, and documenting bugs, verifying bug fixes, and participating in impromptu and focused playtests. Although my primary tasks didn't change from when I was an intern, I found myself more involved in other aspects of development; I began working more closely with audio and gameplay engineers in the investigation and troubleshooting of bugs, interfacing more with the design team through dialogue evoked from playtest feedback, and came to know the team, the game, and the community much better than I had before. Show less

  • Motiga, Inc.
    • Bellevue, WA
    • QA Intern
      • Mar 2015 - Aug 2015

      Gigantic My responsibilities included finding, investigating, and documenting bugs, verifying bug fixes, and participating in impromptu and focused playtests. I was introduced to JIRA, learned how to scour .json files, and got to see first-hand how a large, professional team worked. Gigantic My responsibilities included finding, investigating, and documenting bugs, verifying bug fixes, and participating in impromptu and focused playtests. I was introduced to JIRA, learned how to scour .json files, and got to see first-hand how a large, professional team worked.

    • United States
    • Higher Education
    • 300 - 400 Employee
    • Professors' Assistant
      • Jan 2014 - Apr 2015

      Spring 2014: Assisted Professor Jeremy Holcomb (Game Design) Fall 2014: Assisted Professor Jeremy Holcomb (Game Design) Fall 2014: Assisted Professor Elie Abi-Chahine (Computer Science) Spring 2015: Assisted Professor Elie Abi-Chahine (Computer Science) Spring 2015: Assisted Professor Brian Tugade (Robotics and Engineering) In the game design courses, students practiced their design skills by creating analog games - including playtesting, documenting, and iterating. I helped students learn to analyze and refine both their processes and products by asking meaningful questions and providing actionable feedback. My responsibilities included supplementary instruction, office hours, and grading. In the computer science courses, students learned basic engine architecture while using Flash and ActionScript 3.0. I helped students with anything from elaborating on lectures to debugging code. My responsibilities included supplementary instruction, office hours, and grading. In the robotics and engineering ProjectFUN Preview Days, prospective students learned how to interface with the Arduino UNO microcontroller via Processing and how to then use breadboards to achieve tangible results. My responsibilities included delivering a segment of the lecture, guiding students through a hands-on exercise, and helping students debug problems. Show less

    • United States
    • Government Administration
    • 700 & Above Employee
    • Correctional Officer
      • 2008 - 2011

      I worked as a guard at Pelican Bay State Prison - a supermax - home to "the worst of the worst". On good days my responsibilities included only menial tasks. On bad days my responsibilities included anything from riot control to medical escorts off-site and required the ability to make good decisions quickly in life-threatening situations. The position also required and refined extreme levels of both professionalism and attention to detail. I worked as a guard at Pelican Bay State Prison - a supermax - home to "the worst of the worst". On good days my responsibilities included only menial tasks. On bad days my responsibilities included anything from riot control to medical escorts off-site and required the ability to make good decisions quickly in life-threatening situations. The position also required and refined extreme levels of both professionalism and attention to detail.

Education

  • Digipen Institute of Technology
    Bachelor of Arts in Game Design
    2012 - 2016

Community

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