Blindsight: War of the Wardens is an action adventure game where you play as Iggy Yin, a blind martial arts master with echolocation abilities. Join him as he retrieves a stolen family heirloom that could bring doom to the universe and threaten the lives of those he loves.
I worked on Blindsight as a part of AGP, a year-long experience modeled similarly to real game studios, during my final year of my Master's Degree at USC. This was also the largest project I've ever worked on, with a team size of over 60 people.
I initially joined the project as a QA Lead, where I was responsible for establishing a bug-tracking system and a test plan to increase the efficiency of the testing process. I managed to document more than 50 bugs and delegated tasks for the engineering team to fix the issues. Another one of my roles as QA Lead was to onboard newer QA testers that joined the team, giving them a rundown of the entire testing process and overseeing their tests for the first few weeks.
Later on, I decided to take on the Usability Lead role, where I was focused more on recruiting external playtesters, conducting playtests, and presenting the feedback and findings to the designers and engineers. Throughout this process, we followed the RITE method (Rapid Iterative Testing and Evaluation) of development, which involved holding playtests, brainstorming solutions to any issues that arose, and patching those solutions in before testing again.
As a Usability Lead, I was also in charge of accessibility features within the game. Given that we were making a game about a blind person, we felt it was important to make the game accessible to players with disabilities, especially those who were hard of sight or even blind. The main features that we decided to add included a high-contrast shader option, in-game voice lines, cutscene subtitles, and controller haptic feedback.
A sample presentation for faculty, demonstrating some of the usability work accomplished over the course of a few weeks