Mike Levesque
Designer at Next Level Games- Claim this Profile
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Bio
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Experience
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Next Level Games
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Georgia
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Gambling Facilities and Casinos
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1 - 100 Employee
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Designer
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Oct 2016 - Present
Vancouver
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QA Tester
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2008 - May 2016
Compiled level reports that identified potential user frustrations that could detract from the overall gameplay experience Conducted internal focus testing to better gauge 'fun' factor and help prioritize the iteration process Lead and coordinated daily online play sessions, teams of 3-7 testers Identified and tracked issues, seeing each issue through to resolution Communicate issues to the Dev Team in a clear and concise manner Assure software adheres to… Show more Compiled level reports that identified potential user frustrations that could detract from the overall gameplay experience Conducted internal focus testing to better gauge 'fun' factor and help prioritize the iteration process Lead and coordinated daily online play sessions, teams of 3-7 testers Identified and tracked issues, seeing each issue through to resolution Communicate issues to the Dev Team in a clear and concise manner Assure software adheres to ever changing manufacturer guidelines
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Systems Designer
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2012 - 2013
Vancouver, BC Worked under direct supervision of the Lead Online Designer and Game Director to design and balance Luigi's Mansion: Dark Moon multiplayer modes Designed the base template for an online game mode that was chosen by Shigeru Miyamoto for Luigi's Mansion: Dark Moon Successfully scripted and tested all ghost encounters, spawn patterns and timing Successfully scripted and tested boss encounters for online modes, with a particular focus on balance and 'fun' factor Tuned… Show more Worked under direct supervision of the Lead Online Designer and Game Director to design and balance Luigi's Mansion: Dark Moon multiplayer modes Designed the base template for an online game mode that was chosen by Shigeru Miyamoto for Luigi's Mansion: Dark Moon Successfully scripted and tested all ghost encounters, spawn patterns and timing Successfully scripted and tested boss encounters for online modes, with a particular focus on balance and 'fun' factor Tuned and weighted the loot table for online game modes Created the test environment for breakables and vacuumable props Tuned the push and pull effects for all suckable props in the game; speed, power and radius Worked within a level editor for solving various collision and layout related issues
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Electronic Arts (EA)
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United States
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Entertainment Providers
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700 & Above Employee
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QA Tester
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2004 - 2008
Burnaby, BC Specialty team relating to early submission at 3rd party Identification and tracking of online issues Participated in design feedback programs
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Education
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CDIS(now Art Institute)
Electronic Game Art and Design