Daniel Cole

Daniel Cole

Assistant Store Manager

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  • Timeline

  • About me

    Senior Live Ops Specialist at Kabam

  • Education

    • Art Institute of Vancouver

      2009 - 2011
      Diploma Game Art and Design
  • Experience

    • I.G.A.

      Mar 2006 - Feb 2013
      Assistant Store Manager

      - Worked in high pressure environment managing members of multiple departments and coordinating tasks.- Handled paperwork for orders and product repairs.- Learned how each department functioned by communicating with department heads and working with all members of the team.Tasks include:- Opened and Closed the store.- Writing and phoning in/faxing orders.- Training and managing other employees.- File Maintenance and organization.Trained in:- Customer Service.- Produce, deli and bakery departments.- Cashiering. Show less

    • The Art Institute of Vancouver

      Oct 2009 - Sept 2011
      Game Art and Design student

      Having been at the Art Institute for 2 years, I have been through many game development teams, whether they were small teams of 3 or 4 people to build an original board game ("Critical Gears" - find out more on my website), or even developing an indie game with a team of 20+ ("AVOID" - also on my website or at www.wix.com/avoidstaff/avoid). Regardless of the project and team size, I have learned the important of communication and working together, especially when on a deadline.I have also learned how to use many programs, as listed in sections on this page and on my resume, and how to utilize various scripting languages to build games and other functions. Show less

    • D9 Studios

      Sept 2010 - Sept 2011
      Quality Assurance Manager & Game/Level Designer

      Indie game, “AVOID”A 3D, third-person space shooter built using the Unity engine, developed for PC. Features include: online multiplayer action, realistic gravitational forces and varied space environments- Q.A. tasks included: creating test plans, supervising quality assurance sessions; tracking bugs (using Mantis Bug Tracking), noting feedback from play testers, and also notifying related departments of feedback and bugs- Wrote initial documentation including: game design document, high concept, project charter, scope management, asset lists, and Q.A. questionnaires/test plans- Worked with design team on key decisions involving mechanics and game systems such as: ship flight, level design, control scheme, balancing weapon/shield power, and health statistics.- Created one polished level featuring a unique interior space environment Show less

    • Malignant Entertainment

      Jan 2011 - Mar 2011
      Game Designer/Artist - "Prophecy Undone"

      Collaborated with 3 other team members to develop a turn based, 8-bit RPG similar to the early games in the Final Fantasy franchise.My tasks included:- Creating all required art (characters, levels, items, etc.)- Designing game mechanicsPlay "Prophecy Undone" here:http://sandbox.yoyogames.com/games/168145-prophecy-undone

    • Canadian Games Conference

      May 2011 - May 2011
      Conference Volunteer

      - Timed presentations to keep track of deadlines and schedules.- Cooperated with fellow volunteers to set-up and dismantle venues.

    • Vancouver ACM SIGGRAPH

      Aug 2011 - Aug 2011
      Conference Volunteer

      - Assisted Emerging Technology exhibitors with explaining how their designs and technology worked.- Organized and assisted attendees with locating venues and events.

    • Arcana Studios

      Oct 2011 - Sept 2012
      IOS Application/Game Designer

      A Cat Named Haiku is an interactive children's book based on an award winning comic, by the same name, published by Arcana Studio Inc. Developed for iPhone and iPad.Created using Adobe Flash Professional CS5 & CS6.Tasks include:- Designing interface and page layout- Prototyping mini games- Quality assurance testing- Editing art assets to fit design- Creating animations- Editing and implementing audio- Apple Developer Provisioning and PublishingLink to iTunes Store: http://bit.ly/PXyijq Show less

    • Electronic Arts

      Feb 2013 - Nov 2013
      Quality Assurance Analyst - Kinect/Move Team Lead

      - Develop and perform test scripts for Kinect on Xbox One and PS4- Work on numerous quality analyst teams: Kinect, PSP, Online, Database, Presentation, Gameplay, etc.- Collaborate with producers, directors and engineers to discuss designs and usability of the feature - Ad-hoc, regression and adoption testing throughout front-end and back-end- Assist European teams with localization testing (French, German, Spanish, and Italian)- Oversee online test team and delegate tasks

    • Roadhouse Interactive

      Mar 2014 - Sept 2016

      Released Android and iOS titles:- Trophy Bingo- Qooco (Hotel Staff Training)- Red Bull Air RaceTasks:- Created documentation for use cases, test plans, training materials for colleagues, and end-of-day reports for producers, game directors and studio heads- Performed server migration testing, device testing (Android and iOS) and analytics tests- Assisted in the creation of automation testing- Supported developers- Facilitated releases by creating submission test plans and schedule- Utilized JIRA to track issues and developer tasks Show less

      • Game Designer

        Jan 2015 - Sept 2016
      • Lead Dev Support and QA

        Mar 2014 - Jan 2015
    • Hothead Games

      Sept 2016 - Jan 2017
      Game Designer and Live Operations
    • Kabam

      Jan 2017 - now
      • Senior Live Ops Specialist

        Jan 2021 - now
      • Live Operations Designer

        Jan 2017 - Jan 2021
  • Licenses & Certifications