Verified recordComputer Games

Jeffrey Doering

Senior Technical Game Designer at System Era Softworks

Based in Seattle, United States

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Seniority

Staff

Department

Information Technology

Location

Seattle

Industry

Computer Games

Company size

65

Contact information

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Email

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j•••••••@systemera.net

Phone

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Background

About Jeffrey Doering

Over a decade of experience in gameplay-focused technical roles at game studios. Goal-oriented with strong people skills and the ability to work as a vital team member. Expert at architecting and implementing systems through code and visual interfaces. Ability to learn quickly and apply knowledge to new systems. Lifelong gaming enthusiast who has played hundreds of titles across every genre. SELECTED SKILLS Coding proficiency in C++, Python, and Lua Experienced with Unreal Blueprint as well as proprietary scripting interfaces Proficient with JIRA issue tracking and Agile software SELECTED ACCOMPLISHMENTS League of Legends lacked a process for reviewing the quality and sustainability of scripts written by designers, leading to preventable bugs and significant technical debt. Developed a review process from scratch, then tested and iterated to create a standardized format. RESULT: Review process was adopted by the team and became a standard gate for production phases. Release quality was notably improved, and technical debt assessments in post-release retrospectives were markedly more positive. League of Legends used a set of proprietary software tools for development but lacked any sort of onboarding documentation. New hires were taught by current team members, which was time consuming and led to drastically different learnings based on the teacher. Created a series of standardized onboarding lesson documents that new hires could peruse and reference themselves. RESULT: New hires ramped up much faster with documents they could access at any time. Current team members saved large amounts of time now that they did not have to teach new hires themselves, and some even learned new tricks from the onboarding lessons. The Gameplay Team on Project Sigil was made up of developers from several different disciplines, all working on different content. Deliverables for each milestone were lacking a cohesive direction. Working with our producer, I laid out a timeline for deliverables across several months, planning out work in a way that disciplines would synergize and unblock each other. RESULT: Team output rose dramatically, and the team was able to clearly communicate release expectations to both project leadership and players.

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