Works




... And tons of DLC, Patches, Apps, and Websites.


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Resume



Brian Anthony Carl

Mikilatov@gmail.com


EXPERIENCE


Mar 2014-Present - Blizzard Entertainment - Irvine, CA
Technical Quality Assurance Analyst III, Technical Quality Assurance Analyst II

Sep 2013-Mar 2014 - Neversoft Entertainment - Woodland Hills, CA
Quality Assurance Test Engineer

Aug 2013-Sep 2013 - Lantern Studios - Los Angeles, CA
Quality Assurance

Mar 2013-Aug 2013 - Neversoft Entertainment - Woodland Hills, CA
Quality Assurance Test Engineer

Sep 2011-Oct 2012 - 2K Games - Northridge, CA
Quality Assurance Tester


EDUCATION


Certified ScrumMaster (CSM)
ISTQB Foundation (CTFL)

2007-2012 - University of Advancing Technology-Online - Tempe, AZ
B.A. in Interactive Multimedia Design
  • 3.95 GPA, Summa Cum Laude, Scholar's Award recipient, Honors student recognition, Dean's List
2005-2007 - Muskegon Community College - Muskegon, MI
A.A. in Arts and Sciences (Transferred Credit)
  • Honors student recognition, Michigan Competitive Scholarship recipient, Michigan Merit Award recipient
2001-2005 - Fremont High School - Fremont, MI
  • Graduated Magna Cum Laude


WORKS


Blizzard Entertainment (Activision-Blizzard)
  • World of Warcraft: Mists of Pandaria (2012, Blizzard Entertainment)
  • Starcraft II: Heart of the Swarm (2013, Blizzard Entertainment)
  • Diablo III: Reaper of Souls (2014, Blizzard Entertainment)
  • Hearthstone: Heroes of Warcraft (2014, Blizzard Entertainment)
  • World of Warcraft: Warlords of Draenor (2014, Blizzard Entertainment)
  • Heroes of the Storm (2015, Blizzard Entertainment)
  • Starcraft II: Legacy of the Void (2015, Blizzard Entertainment)
  • Overwatch (2016, Blizzard Entertainment)
  • World of Warcraft: Legion (2016, Blizzard Entertainment)

  • Neversoft Entertainment (Activision-Blizzard)
  • Call of Duty: Ghosts (2013, Infinity Ward, Neversoft Entertainment, Raven Software)
  • Call of Duty: Ghosts DLC Content (2014, Infinity Ward, Neversoft Entertainment, Raven Software)

  • Lantern Studios (Independent)
  • Frost Wars (Release TBD, Lantern Studios)
  • Spy Land (2014, Lantern Studios)

  • 2K Games (Take-Two Interactive)
  • The Darkness 2 (2012, Digital Extremes)
  • Spec Ops: The Line (2012, Yager Development)
  • Borderlands 2 (2012, Gearbox Software)
  • Bioshock Infinite (2013, Irrational Games)
  • Spec Ops: The Line Co-op DLC (2012, Yager Development)
  • Borderlands 2 DLC Content (2012-2013, Gearbox Software)

  • 2K Sports (Take-Two Interactive)
  • NBA2K13 (2012, Visual Concepts)
  • NBA2K13 DLC Content (2012, Visual Concepts)

  • 2K Play (Take-Two Interactive)
  • Bubble Guppies (2012, Black Lantern Studios)
  • Dora & Team Umizoomi's Fantastic Flight (2012, Black Lantern Studios)
  • Nickelodeon Dance 2 (2012, High Voltage Software)

  • Independent Releases
  • Senseless (2010, Self Published) - 13th Annual Independent Games Festival Honorable Mention
  • A House of Champions (2011, Self Published)


  • SOFTWARE PROFICIENCIES


    Gaming Platform Software (PS4, XBONE, 360, PS3, Wii, DS, PC, iOS, Android, and popular web browsers)
    Game-Building Software (Unity, Enterbrain RPG engine, Game Maker, GamesFactory, OHRRPGCE, TADS, and more)
    Game Scripting/Level Editors (Hammer, Unreal, War2/3, SC1/2, TorchLight, TitanQuest, Civ4, FarCry2, and more)
    Bug Tracking Software (JIRA, Testtrack, Fogbugz, and more)
    Capture Software (Fraps, PIX, Cap-It/EZGrabber, Droplr, etc.)
    Versioning Software (Apache Subversion (SVN), Perforce)
    Charles Web Debugging Proxy
    Adobe Photoshop
    Adobe Illustrator
    Visual Basic .NET
    Microsoft Office
    Google Drive
    General Forum Software


    SKILLS


    Quality Assurance Testing
    Game and Software Testing
    Black Box Testing
    White Box Testing
    Balance Testing
    Test Planning
    Risk Reporting
    Test Management
    Certification Requirements Testing


    Game Production
    Agile development process (including SCRUM)
    Cross-team communication
    Planning
    Reporting
    Roadblock Evisceration


    Game Design
    Gameplay, Concept, System, Asset, Level, Balance

    Game Writing
    Narrative, Lore, Story, Dialogue
    Technical Documentation
    Editing


    Esports/Community Management
    Writing/Editing
    Administration
    Moderation
    Event Coordination
    Player Support



    RELATED PURSUITS


    • Technology - Computer hardware and software, web design, novice C++/Lua/VB/Flash programmer
    • Media - Sound, music, and film engineering and production
    • Historical Study - Civilizations, government, war, and technology
    • Game Theory - Psychology, game balance, and application concepts
    • E-Sports - Advancement, community involvement, and competitive play
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    Bio



    My Short Gaming History

    It all began when my sister received a Nintendo Entertainment System as a gift, and I was given my first glimpse into the gaming world. Super Mario Bros. (Nintendo, 1985) became the first game to fully enthrall me. In the summer of 1995, I officially became an addict. It was my eighth birthday and it was time for me to receive an upgrade -- The Super Nintendo Entertainment System. Although it had emerged years before, I was finally able to get my hands on one bundled with a copy of Donkey Kong Country (Rareware, 1994). Within weeks I was BREATHING video games. I had the games, I had the magazines, and I surrounded myself with friends of similar obsession.


    -

    1996 marked the next major evolution of my gaming history -- The PC. My original PC obsession involved the purchase of the Warcraft Battle Chest (Blizzard Entertainment, 1996) which also marked my first ventures into game development. At the age of 9 I became enthralled with WarEdit -- The Warcraft II Level Editor. I created several maps simply for the excitement of creating and playing them myself. This trend continued into the future with other Blizzard Entertainment titles including Starcraft (1998) and Warcraft III (2002). By the time Warcraft III: The Frozen Throne (2003) was released, I was an expert designer wielding the Warcraft III World Editor. During this era I began actively seeking games with level editors, and I found myself digging deeper to learn how to modify games without them. Outside of these creations, I also spent much of my time crafting game designs, card games, board games, complex pen and paper role-playing games, game stories, and game lore -- Activities which still continue to this day.


    -

    In 2005, I graduated high school and it was time to get serious. I began attending a local college and later transferred to a more specialized school, graduating with honors from the Interactive Multimedia Design (Game Design) program at the University of Advancing Technology. In 2011, my independent production entitled 'Senseless' received an honorable mention at the 13th annual Independent Games Festival. Later in 2011, I relocated to California and began working at 2K Games as a Quality Assurance Tester. Since then, I have been employed by Neversoft Entertainment, Lantern Studios, and Blizzard Entertainment. I have worked on 20+ games, also including support software, DLC, patches, apps, and websites for many high profile titles.


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