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Charlie Britner
Charlie Britner
QA Tester at Rockstar Games
Sheffield, United Kingdom

Summary

Graduate of Games Design at Sheffield Hallam University. I have a passion for games and creating professional looking environments and props. I have experienced working as a prop modeller for a small indie company remotely, Fenrir Studios which has since disbanded due to unforseen circumstances. Currently working at Rockstar Games as a QA Tester but would love to move back into the Art and Design industry.

Skills

3D Animation3D ModelingLightingTexturingUV MappingPBR TexturingQA Testing

Software proficiency

3ds Max
3ds Max
Maya
Maya
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Marmoset Toolbag
Marmoset Toolbag
Unreal Engine
Unreal Engine
ZBrush
ZBrush
Word
Word
Excel
Excel
Outlook
Outlook

Experience

  • QA Tester at Rockstar Games
    Lincoln, United Kingdom
    May 2018 - Present

    Working for a highly established games studio has given me a first-hand understanding of the

    processes involved when taking a AAA game from development to launch in an industry

    setting.

    Key Responsibilities

    • Testing ‘Red Dead Redemption 2’ to identify and recreate all classes of bugs within

    the single player environment while adhering to specific control schemes and tasks

    within the game as set by my lead.

    • Ensuring that the Development Team are alerted to any issues within gameplay by

    accurately documenting bugs encountered during testing. Diligence and effective

    reporting are key in supporting the Developers to rapidly resolve bugs and deliver

    the game to the high standard expected by the consumers.

    Key Skills

    • Understanding the Game process – Being involved in a AAA game has given me a

    greater understanding of the level of detail and quality assurance required in the

    design of the environment. This understanding is critical in any artist position as it

    enables me to recognise the attention to detail that is needed to create such a

    realistic and vivid world.

    • Time Management – Being involved in the testing process during the crunch period

    has instilled in me the hardworking ethic and ability to pick up new programs and

    processes quickly which is vital in producing high-quality games. This skill

    demonstrates my ability to work to tight deadlines and willingness to support the

    wider team during a critical period in the process.

  • Prop Modeler at Fenrir Studios
    Remote working, United States of America
    October 2017 - October 2018

    Working in a team of prop modellers for an international studio has challenged me with new tasks whilst simultaneously giving me first-hand experience of the industry.

    Key Responsibilities

    • Creating high quality assets in line with a brief in order to support the narrative of a new and upcoming sci-fi stealth game; using my initiative and creative vision to take elements from concept to creation. • Participating in weekly SCRUM meetings to share my personal contribution to the game and discuss improvements whilst critically evaluating the work of others.

    Key Skills

    • PBR Texturing - by thoroughly researching real world products and applying these features to my assets, I can recreate realistic textures which react accurately to the environments of the game. This is important as it will help to create an immersive experience for future players of the project. • Work Load Prioritisation – the need to schedule two jobs has taught me to become more effective in my personal organisation. By prioritising tasks and motivating myself to assign time to work on this venture enables me to achieve my tasks to a high standard whilst meeting the expected deadlines. Multitasking is vital in this industry as games designers can often be working on multiple props at onc