A mock-up designed to test unity’s isometric camera and post processing options as well as allowing me to practice my low poly modelling skills. The yellow character in the middle can move around the scene as expected.
VR ZOMBIE SHOOTER BLOCK-OUT TO FINAL
A promotional clip to show the difference between the block-out and final concept of a level prototype intended for a VR zombie shooter I worked on during my internship at KO Studio.
STYLIZED VR SHOOTER PROTOTYPE
Created to build on my level design and programming skills along with working on my first solo XR project to test the graphical limitations of the Quest 2 headset.
“STRIKE” STYLE CHOPPER PROTOTYPE
A quick mock-up of one of the most well known game series from the 16 bit era. This was used to practice my programming, specifically making the chopper hover and effect smooth changes in height based on the terrain below.
UNITY CUSTOM DAY/NIGHT CYCLE
A day/night cycle in Unity with changes in real-time lighting and materials.
The speed of the cycle can be changed to the users liking.
DYNAMIC SWARMING TEST
Another test for the VR Zombie shooter, I wrote code to direct the zombie characters towards the player in real-time while avoiding the obvious rotation that comes from pre-made animations.
SHOWREEL
ABOUT ME
Hello, I’m Will Hamilton.
A game developer based in Glasgow, Scotland. I enjoy creating digital experiences for Desktop, Mobile and Virtual Reality. I have experience working with various technologies, software and game engines.
Having passed my BSc. Honours in Computer Games Development in 2024, I am currently working as a QA Analyst but am looking for new opportunities due to upcoming redundancy.
I am always looking to expand my knowledge in all aspects of games development and have a keen interest in the field of Environmental Art.
Recently I have been working with and improving my skills in:
C#
XR
BLENDER
MS OFFICE
JIRA
TESTRAIL
GITHUB
PERFORCE
UNITY
ADOBE SUITE
VISUAL STUDIO
UNREAL ENGINE
SLACK
MICROSOFT GDK
UNREAL GAME SYNC
RESUME
WORK EXPERIENCE
Build A Rocket Boy
December 2024 – Present
Associate QA Analyst
KO Studio Games
May 2022 – January 2024
Intern - Various Roles
Various
2013 – January 2024
Beta Tester - QA Tester - Senior QA Tester
EDUCATION
The University of the West of Scotland
September 2022 – June 2024
BSc. (Hons) Computer Games Development Yrs 3-4
West College Scotland
September 2020 – June 2022
HNC - HND Computer Games Development
SKILLS
My time as an Associate Quality Assurance Analyst for Build A Rocket Boy primarily involved testing their first title, MindsEye, in the months leading up to its release and moving onto their player content creation platform post-release. My duties include regularly testing story missions and user-generated content for bugs, crashes, performance issues, new hardware profiling and more. I regularly coordinate with colleagues within QA and other departments such as Production, Design and Development to see that issues found are addressed and that the fixes are verified.
During the pre-launch phase, I was responsible for leading a team to perform the fortnightly vehicle sweep which involved thoroughly testing every playable vehicle in the game, confirming each had all of the intended and expected functions, attributes, physics and audio updating associated documentation, creating and maintaining tickets to resolve any issues found.
I am currently part of the team responsible for testing and resolving requests to investigate issues within the game’s “Build.Mindseye” mode, an integral part of the game and one of the major attractions for MindsEye as it progresses into its post-release phase where players are able to use the constantly updating UGC tools to create their own experiences in the MindsEye world using tens of thousands of assets and a build-in visual logic nodes based scripting system where the only limit is the imagination of the user. One of my main responsibilities is checking the huge library of assets, confirming that all the intended physics, materials, intended logic and functionality are present, coordinating with the various teams across the Build platform from design and code to art and other QA to make sure all issues are addressed.
My time with KO was incredibly important to me and the early development of my growing skillset, I was headhunted by the studio head via Linkedin and initially joined the team as a programmer shadowing the programming lead working on one of their projects for an external client. After a few months it became evident that, even though I was a competent programmer, I was more interested in the artistic areas of development so was given the opportunity to transition into the art team where I was tasked with conception, blocking out and production of assets for a room-scale team based VR zombie shooter project which the studio had just started. I eventually designed and created almost all the assets used in the game as well as creating the 2 main play areas, character models, weapons and environment art.
I took part in showcase events where we took multiple gaming projects to gaming conventions to let the public get hands-on and receive feedback to inform the continued development of the projects.
I also put my QA experience to use when testing the projects being created.
For the past 10 years I have worked freelance as a Beta and QA tester for various 3rd party QA companies where I have had the privilege of working with studios of all sizes from triple-A to indie on various games and mobile apps.
In February of 2021 I was given the opportunity to take a Senior Tester role with one of these companies where I was tasked with working under the Leads to direct and organize my assigned testing teams, making sure they are staying on task, assisting them with issues by playing alongside them and recording test information to be sent back to the client directly.
My duties included:
Writing and maintaining test plans.
Network stress testing.
Destructive Testing.
Bug reporting.
Liaising with development teams in real-time.
Taking part in PR events.
Feature testing.
Localisation testing.
Regression testing.
Reproduction testing.
Hardware testing.
Data collation and analysis.
Having completed the year 1 and 2 equivalent of a bachelors degree in game development at college, earning A grades at the end of both years, I was offered direct entry into year 3 at UWS to continue and complete the qualification then moving onto year 4 to gain my honours.
Over my time at UWS I have worked in teams with other students and on my own to use my ever growing range and level of skills to create compelling and engaging experiences from 3rd person adventure platformers to a child friendly “Doom” clone.
During my time at the university, I have been part of the Game Dev Society, allowing me to interact with fellow game dev students from other years which has given me the opportunity to both give advice and see it from those more experienced than myself.
Skills I have developed or improved while at UWS include:
3D Asset Production
Game User Research
Multiple Portfolio Projects
JavaScript Programming Fundamentals
Creative Technologies Professionalism
Game Engine 2
Serious Games
Immersive Experiences Design
Immersive Experiences Implementation
Honours project and associated dissertation based on making art more inclusive and accessible using VR technology
My honours project gained some attention in the Scottish parliament due to it being submitted and short listed for the Best Student Game award at the 2024 TIGA awards. I was given a mention during a parliament session and backed by multiple MSPs with a certificate of recognition presented to me by my local MSP for my work towards making art more inclusive and accessible to everyone.
I initially applied for the NC course at WCS believing that I had no transferrable skills that would carry over to game development, I was surprised to receive a call from the head of the department to offer me a place at HNC level instead thanks to my previous experience in web and graphic design.
Due to Covid19 still being a major issue at the time, my HNC year was completed fully remote, not how I expected my return to formal education to go but I rose to the challenge and not only did I complete both years but also received A grades for both.
During my time at college I was part of the newly created college E-Sports team, playing against other colleges and universities across the country in games such as Rocket League, League of Legends and Valorant. It helped to build a sense of friendship and teamwork between the team members who had never met in real life due to the pandemic but also promoted good mental health which the extended periods of isolation could seriously affect.
Some of the skills I developed during my time at WCS include:
Creating Graphics, Character Creation and 2D Animation