Rob Donovan

Senior Combat Designer at Obsidian Entertainment
  • Claim this Profile
Online Presence
Contact Information
Location
Los Angeles Metropolitan Area

Topline Score

Bio

Generated by
Topline AI

5.0

/5.0
/ Based on 2 ratings
  • (2)
  • (0)
  • (0)
  • (0)
  • (0)

Filter reviews by:

You need to have a working account to view this content. Click here to join now
Matthew Bromley

Ascending from QA to Level Design is not an easy task, but Rob accomplished this, and more. He became instrumental in getting Homefront's SP chapter 2 up to shipping quality in terms of combat revisions, streaming optimizations, and more. Rob can give and take criticism respectfully and his sense of humor makes him great to work with. I hope our paths cross again on a future project.

C.J. Kershner

When offered the opportunity to transition from QA to Level Design, Rob dedicated himself to learning the tools and theory. He took ownership of Homefront's second mission and brought it from rough brick-out to finished product; he has a mature understanding of what makes spaces worth exploring and encounters worth fighting. In addition, he acted as a sounding board for the dialogue team and his creative instincts are top notch. If a line wasn't working, he'd be the first one to point it out and offer suggestions; if the timing was off, he would tweak the scripting within an inch of its life to make it work. Outside of Kaos, he displayed a passion for games, whether discussing the latest releases or taking part in local game jams. It was an honor to ship a game with him -- I cannot wait to see what he does next.

0

/5.0
/ Based on 0 ratings
  • (0)
  • (0)
  • (0)
  • (0)
  • (0)

Filter reviews by:

No reviews to display There are currently no reviews available.
You need to have a working account to view this content. Click here to join now

Experience

    • United States
    • Computer Games
    • 100 - 200 Employee
    • Senior Combat Designer
      • Jan 2022 - Present
    • United States
    • Entertainment Providers
    • 700 & Above Employee
    • Associate Design Director
      • Nov 2021 - Jan 2022

    • Senior Game Designer
      • Mar 2021 - Nov 2021

    • Game Designer
      • Oct 2017 - Mar 2021

    • Systems Designer
      • Aug 2015 - Oct 2017

      Systems Designer for "Robbery" DLC, “Blackout” update, “Getaway” DLC, and “Betrayal” DLC on Visceral's Battlefield: Hardline (360, PS3, PC, XB1, PS4).Fixed miscellaneous bugs and implemented feature improvements for free update “Blackout,” released November 2015. Updated and expanded Metagame for “Blackout” update.Designed Competitive Matchmaking Super-feature for “Getaway” DLC, released January 2016. Designed Capture the Bag game mode in “Getaway” DLC. Updated and expanded Metagame for “Getaway” DLC, including Achievements/Trophies, Assignments, wearable patches, scoring events and weapon/game mode rewards.Designed Gun Bench Super-feature for “Betrayal” DLC, released March 2016. Updated and expanded Metagame for “Betrayal” DLC, including Achievements/Trophies, Assignments, wearable patches, and weapon rewards. Show less

    • Level Designer (Multiplayer)
      • Feb 2015 - Aug 2015

      Level Designer for “Precinct 7” map in “Robbery” DLC on Visceral's Battlefield: Hardline (360, PS3, PC, XB1, PS4).Created “Precinct 7” Multiplayer map from initial blockout to Gold in a Design capacity. Utilized playtest feedback, game mode best-practices, and design sensibilities to implement all ten Game Modes in vehicle-heavy map utilizing both terrain and geo.Created initial test-bed for new competitive “Squad Heist” mode introduced in “Robbery” DLC.Worked in small “pod” structure on Agile team to drive to Alpha, Beta, and Gold. Show less

    • Level Designer (Single Player)
      • Oct 2013 - Feb 2015

      Mission owner of Chapter 0 (“Prologue”) on Visceral's Battlefield: Hardline (360, PS3, PC, XB1, PS4).Took Chapter 10 from paper design through block-world to Alpha. Took “Epic Moment” encounter at the end of Chapter 1 from block-world to Gold. Took “Marina” and “Warehouse” encounters in Chapter 3 from Alpha to Gold. Took “Street Backtrack” encounter from Chapter 9 from Alpha to Beta.Designed, polished and provided bug-fixes throughout the single player campaign. Implemented features, completed dev tasks, and fixed bugs for multiple levels throughout the game (as needed) using Jira.Learned and utilized in-house design tools (Frostbite) in order to drive to Alpha, Beta, and Gold. Show less

    • Brazil
    • Software Development
    • Level Designer (Contract)
      • Jun 2012 - Dec 2012

      Owned the (co-op only) C.M.S. Brusilov level, took over and maintained the optional C.M.S. Greeley and Conning Tower missions, and contributed heavily to the Alien City section of Visceral's Dead Space 3. Designed, polished and provided bug-fixes for both single player and co-op gameplay. Completed dev tasks and fixed bugs for multiple levels throughout the game (as needed) using DevTrack. Drove to Alpha, Design Beta, and Beta using Devtrack, Maya, and in-house design tools. Owned the (co-op only) C.M.S. Brusilov level, took over and maintained the optional C.M.S. Greeley and Conning Tower missions, and contributed heavily to the Alien City section of Visceral's Dead Space 3. Designed, polished and provided bug-fixes for both single player and co-op gameplay. Completed dev tasks and fixed bugs for multiple levels throughout the game (as needed) using DevTrack. Drove to Alpha, Design Beta, and Beta using Devtrack, Maya, and in-house design tools.

    • United States
    • Computer Games
    • 1 - 100 Employee
    • Designer (Contract)
      • Feb 2012 - Jun 2012

      Created levels for Nomsters, a free-to-play arcade-style game for iPhone & iPad released in February 2013. Created and balanced scoring system and in-game currency system. Using Unity, implemented art assets and UI elements, built prefabs and scenes, designed tutorial sections, and maintained scripts to reflect new assets. Utilized Scrum with very small team to quickly implement and prove features on tight deadlines. Created levels for Nomsters, a free-to-play arcade-style game for iPhone & iPad released in February 2013. Created and balanced scoring system and in-game currency system. Using Unity, implemented art assets and UI elements, built prefabs and scenes, designed tutorial sections, and maintained scripts to reflect new assets. Utilized Scrum with very small team to quickly implement and prove features on tight deadlines.

    • United States
    • Higher Education
    • 200 - 300 Employee
    • Adjunct Professor
      • Jan 2012 - May 2012

      Taught introductory Level Design course (“Level Design I”) and advanced Level Design course (“Level Design II”) using UDK. Introduced students to Level Design concepts, themes, and best practices. Instructed novice students in the use of the Unreal Development Kit and oversaw the completion of polished multiplayer Deathmatch levels. Instructed advanced students in the use of advanced Unreal tools such as Matinee, Material Editor, and Cascade and taught advanced Kismet. Oversaw completion of polished scripted single-player level. Show less

    • United States
    • Media Production
    • 1 - 100 Employee
    • Associate Level Designer
      • Feb 2010 - Apr 2011

      Owned chapter 2 (“Freedom”) in Homefront (PC, Xbox 360 and PS3), and successfully took the chapter to completion. Using Unreal Editor 3, worked with statics, terrain, BSP, and triggers to create interesting encounter spaces, craft challenging and engaging combat encounters and execute on non-combat gameplay.Created one-page Design Docs outlining encounter areas and flow. Created mock-up images in Photoshop depicting framing and layout for important visual scenes. Used temp assets in combination with quick-and-dirty scripting to prove encounter design and demonstrate fun. Worked extensively with Kismet scripting language to craft AAA-quality encounters.Collaborated with Level Artists, Level Designers, Gameplay Designers, QA and Programmers. Fixed bugs using Hansoft and DevTrack software. Participated in Scrum groups.After Homefront, prototyped new gameplay mechanics for unannounced FPS. Built whiterooms and used Kismet to prove new concepts. Wrote one-page Design Docs for possible mechanics and features. Show less

    • QA Tester
      • Jun 2009 - Mar 2010

      Tested, performed playthroughs, created bug reports, regressed and tracked bugs for Homefront for the Xbox 360 and PlayStation 3. Participated in daily Multiplayer tests and participated in following feedback sessions with Design. Participated in Scrum sessions and tested features for completion within Scrum teams. Created Powerpoint slideshow for Tools team. Worked with Hansoft bug-tracking and task-tracking software.

    • United States
    • Computer Games
    • 1 - 100 Employee
    • Tester
      • Jan 2008 - Dec 2008

      Tested, performed playthroughs, created bug reports, regressed and tracked bugs for Brutal Legend for the Xbox 360 and PlayStation 3 on a team of two to three testers. Offered creative input to Design throughout development. Worked with Bugzilla bug-tracking software. Tested, performed playthroughs, created bug reports, regressed and tracked bugs for Brutal Legend for the Xbox 360 and PlayStation 3 on a team of two to three testers. Offered creative input to Design throughout development. Worked with Bugzilla bug-tracking software.

    • Computer Games
    • 1 - 100 Employee
    • Gameplay Balancer
      • Oct 2007 - Dec 2007

      Reviewed regular builds of PC and Xbox 360 games, analyzed gameplay systems for balance and potential problems, and provided detailed reports based on game balance. Reports included Unit Balance, Map Balance, Multiplayer Balance and General Report, among others. Balance tested Empire Earth III for the PC and World in Conflict for the PC and Xbox 360.

    • QA Tester
      • Apr 2006 - Oct 2007

      8/06 – 10/07: Tested, created bug reports, regressed and tracked bugs for the EFIS release of Day 1 Studios’ port of Monolith Productions’ F.E.A.R. for the Xbox 360.4/06 – 8/06: Tested, created bug reports, regressed and tracked bugs for the EFIGS release of Saber Interactive’s TimeShift for the PC and Xbox 360.

    • United Kingdom
    • Computer Games
    • 1 - 100 Employee
    • QA Tester
      • Sep 2005 - Nov 2005

      Tested, created bug reports, and tracked bugs for the United States release of the PlayStation 2 role-playing game Grandia III (released February 2006). Tested, created bug reports, and tracked bugs for the United States release of the PlayStation 2 role-playing game Grandia III (released February 2006).

    • United States
    • Computer Games
    • 200 - 300 Employee
    • Assistant Producer
      • May 2005 - Sep 2005

      Assisted the Producer of the PC game Dragonshard (released September 2005) and Neverwinter Nights 2 with game review, contact with licensor Wizards of the Coast, submission of art assets, tracking worldwide milestone dates, other clerical duties. Captured screenshots of Dragonshard for submission to game websites and Marketing use. Edited “Developer Diaries” for use on the official website and for release to publications. Assisted the Producer of the PC game Dragonshard (released September 2005) and Neverwinter Nights 2 with game review, contact with licensor Wizards of the Coast, submission of art assets, tracking worldwide milestone dates, other clerical duties. Captured screenshots of Dragonshard for submission to game websites and Marketing use. Edited “Developer Diaries” for use on the official website and for release to publications.

    • United States
    • Computer Games
    • 1 - 100 Employee
    • Intern
      • Oct 2004 - May 2005

      Aided president of the nonprofit group with computer and office work, including organization of member applications and updating of the website http://www.interactive.org. Updated News articles, headlines, NPD Group information. Helped staff the 2005 D.I.C.E. Summit for video game industry professionals at the Green Valley Ranch in Las Vegas, NV. Aided president of the nonprofit group with computer and office work, including organization of member applications and updating of the website http://www.interactive.org. Updated News articles, headlines, NPD Group information. Helped staff the 2005 D.I.C.E. Summit for video game industry professionals at the Green Valley Ranch in Las Vegas, NV.

Education

  • University of Southern California
    BS, Cinema-Television Critical Studies
    2001 - 2005

Community

You need to have a working account to view this content. Click here to join now