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Tom Clancy's Ghost Recon 2 cover art

RED STORM ENTERTAINMENT · 2002–2003

Ghost
Recon 2

QUALITY ASSURANCETECHNICAL WRITINGFIRST INDUSTRY ROLE

THE BEGINNING

My first job
in the industry.

After graduating with a bachelor’s degree in Game Art and Design, I was thrilled to finally enter the game industry—even at minimum wage. Ghost Recon 2 gave me my first professional look at how a game is tested, refined, and shipped.

Working in QA strengthened my technical writing and taught me the complete bug process: identifying issues, clearly documenting them, reproducing them, and following fixes through regression.

ROLE
QA Tester
STUDIO
Red Storm Entertainment
FOCUS
Quality Assurance · Technical Writing · Gameplay Feedback
CRAFT DEVELOPMENT

Learning to communicate clearly

I learned to turn observations into concise, reproducible bug reports that helped developers understand, prioritize, and resolve problems. The role built a foundation in cross-disciplinary communication that has supported my design work ever since.

EARLY DESIGN THINKING

Another player’s view

Although I will never receive formal credit for it, I pitched the idea of letting the player see another squad member’s point of view. That concept became a foundational mechanic in the studio’s later series, Ghost Recon Advanced Warfighter (GRAW).

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