
HAMISH ENRICO
ZERBINATI

Portfolio
This is a selection of the main games I have worked on throughout my career.
Most games I worked on as QA or consultant are under a lifetime NDA.
Avatar Frontiers of Pandora - Secrets of the Spire (DLC2) + PL content
Role: Level Designer | Game Designer
Timeframe: 03/2024 - 11/2024 | 11/2024 -Current
Duties on DLC2: Owner of open world exploration caves: "Echoing Cavern", "Mycelium Network Cave" and “Ear to Ground” mission beats inside the "Surveyor Processing Hub" and as a cave once the mission is completed. Duties on additional post-launch content: Currently under NDA. Will be updated after release.

Star Wars Outlaws
Role: Level Designer
Timeframe: 05/2023 - 03/2024
Duties: Owner of expert quests “The Hotfixer” and “The Gunslinger” available on Tatooine; faction quest “Convoy” which plays across Tatooine, Tatooine Space and Toshara space; and the space sections (with tutorialisation) of main quest “False Flag” in Toshara Space. Further details on duties are under NDA.

Mario + Rabbids Sparks of Hope (+ 3 DLCs)
Role: Gameplay Designer
Timeframe: 10/2020 - 05/2023
Duties: I started as a Junior, learning the ropes of how game elements (or game objects with logic and AV behaviour) are handled and made. Throughout the development I became Product Owner (PO) of a major exploration feature (Beep-0 Powers and everything tied to them) as the team shifted to an agile framework, relying on Scrum teams. As PO I worked alongside a producer and guided a team of devs from all departments on the development of this feature. This was in addition to my regular tasks as a Game Designer. Among my duties, I focused on game mechanic/feature definition, intentions (via documentation), created game elements and cared for them from early prototypes to shipped version, handling behaviour (visual scripting) and interactions with the world in gameplay (AV integrations). During development I was promoted to Game Designer. Throughout DLCs, my tasks saw the addition extra 3C aspects and weapons but the focus remained on game elements : creating and maintaining game elements for both exploration and combat - which also rely on different systems and and separate work environment, needs and limitations.

Ghost Recon Breakpoint
Role: Development Tester (QA Analyst)
Timeframe: 2019 - 2020
Duties: I joined Breakpoint just in time for the E3 builds, mechanics implementation and all the polishing up to release. Post launch involved bug fixing, testing patch content and major title updates (3 episodes tied to Year 1 Season Pass). My main focus was on vehicles, AI and 3C scopes. As a development tester, my main duties revolved around creating test plans, bug reporting and verificatio of new integrations, working on custom builds for either new integrations or attempted fixed to prevent furter regressions. Thereby ensuring these changes were safe to introduce in the respective branch without causing any regressions. Furthermore, as development moved to post-launch updates and live events, I had even further say in design feedback, working closely with others to figure out edge cases and best solutions that somewhat shaped mechanics and systems.

EVE Valkyrie
Role: Functionality Tester
Timeframe: 2016-2017
Duties: Eve: Valkyrie was developed by CCP Newcastle with the support of Pole To Win (Glasgow) for its QC/QA. This is a space dog fighting VR title initially launched on PC VR Oculus and PS VR. Later on, in between live updated, non-VR play was also added. From daily smoke tests on new builds to regression testing. Exploratory testing and investigating player reported bugs (once the game went live), creating and running test suites for major updates and alike. This was between 6-10 team members team where work was split on a regular basis either on our own accord or based on priority needs for the day/week.

Final Fantasy XV
Role: Localisation Tester
Timeframe: 2016-2017
Duties: FF XV was developed by Square Enix with the support of Pole To Win (Glasgow) for its localisation and QC. Localisation testing mixed with occasional full translation from EN. Testing often overlapped with functionality testing and general bug reporting.