About
Liam Dugard is a Game Designer and Producer with 3+ years experience making games currently living and working in California. Previously, they have previously worked for studios such as Sledgehammer Games to create engaging and immersive titles such as Call of Duty: Modern Warfare III. During their time at Sledgehammer Games, they led teams of cross-functional disciplines to investigate features to ensure quality met Definition of Done, created dozens of Dashboards across JIRA and Testrail to ensure feature status was able to be tracked, and implemented dozens of fixes and features with Design to help enhance quality of the game!
Below you can find their portfolio of their past game development work
I'd love to hear from you anytime at liamdugard@gmail.com
Projects
Quality Analyst II
Modern Warfare III (2023)
Primary Responsibilities: Directly Collaborating level and system designers to make sure no major issues were occurring in levels across the game. Identified and regressed hundreds of callouts to help improve quality of life for the game. Implemented fixes/features for various levels across the game to help improve game quality.
Studio: Sledgehammer Games
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Platforms: PS4/PS5/XB3/XB4/PC
Quality Analyst I
Call of Duty: Vanguard
Primary Responsibilities: Identified and regressed hundreds of callouts to help improve quality of life for the game. Produced Documentation for all departments to reference during live Season for various features to help improve pipeline
Studio: Sledgehammer Games
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Platforms: PS4/PS5/XB3/XB4/PC
Savor Saber
Level Designer
Summary: SAVOR SABER is a food-themed action adventure game in which you explore and defend the environment from the invasive Harvester machine forces!
Primary Responsibilities: Creating various maps and tilesets in the game for player to traverse. Collaborated with the rest of the designers to help design to balance both gameplay and story for a fun experience for the player as well as implementing tilesets into Unity.
Platforms: Itch.io
Summary: A cooperative puzzle-based narrative-building game that encourages genuine connection between players.
Primary Responsibilities: Worked as one of the main Designers and Producers for the game. Collaborated with five teammates to create polished co-op based puzzles for players to connect and share experiences with.
Team: Platonis Games (College Project)
Platforms: Itch.io
Everybody's Sad
Environment Artist
Summary: A therapeutic VR experience in which the player interacts with sad objects to make them feel better.
Primary Responsibilities: Produced dozens of environmental assets in the game, as well as creating a third of character models found. Collaborated with Designers on placement of objects to help player flow.
Team: Puncta(College Project)
Platforms: VR
Environment Artist and Designer
Lift
Summary: Play the role of an elevator attendant and listen about the many goings on at the West Wind Hotel.
Primary Responsibilities: Produced and implemented various enviornmental assets to help polish the West Wind Hotel for the Player. Enhanced emotional response through incoporation of mood lighting utilizing baked and realtime lighting.
Team: Top Floor Studios
Bookend VR
Environmental Artist
Summary: Explore the tale of a young witch in this virtual reality pop up book!
Primary Responsibilites: Producing various 2d/3d environmental assets for Bookend. Tasks were to decorate pop up book world in Bookend to make world come to life.
Team: Paper Crown Interactive (College Project)
Platforms: VR