LIAM DUGARD
PRODUCER AND QA ANALYST
Projects
QA Production Assistant/QA Tester
Highguard
Primary Responsibilities: Spearheaded and owned early-stage evaluation all 11 characters, 10 raid tools, and
61 weapons in the game. Identified and communicated over 30 feature-level risks, dependencies, and potential roadblocks daily, supporting informed production decisions and improved team velocity.
Studio: Wildlight Entertainment
Platforms: PS5/Xbox Series X/PC
Quality Analyst II
Modern Warfare III (2023)
Primary Responsibilities: Led and Coordinated teams of over 100 members through testing during development and live season, Identified and escalated over 1000 callouts to help improve quality of life for the game, and facilitated daily syncs for Senior creative, technical, and external partners to track progress on features.
Studio: Sledgehammer Games
Platforms: PS4/PS5/Xbox One/Xbox Series X/PC
Quality Analyst I
Call of Duty: Vanguard
Primary Responsibilities: Identified, investigated, and regressed over 1000 issues and defects, improving the quality of life in final product. Gathered and consolidated over 500 sets of feedback, meeting notes, and action items from stakeholders to inform project assessment.
Studio: Sledgehammer Games
Platforms: PS4/PS5/Xbox One/Xbox Series X/PC
Platforms: Itch.io
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.
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
About Me
Liam Dugard is an accomplished Producer and certified Scrum Master with 6 years of experience supporting game development across the industry. Proven track record partnering with producers, design, engineering, and external teams to assess new game concepts, identify production risks, clarify technical dependencies, and operationalize development workflows. They thrive in fast‑paced environments and is passionate about innovative and non‑traditional game experiences. Previously, they have worked for studios such as Wildlight Entertainment and Sledgehammer Games to create engaging and immersive titles such as Highguard and Call of Duty: Modern Warfare III. During their time at their previous role, they partnered closely with Senior Producers and Directors across multiple live and in-development titles to track feature progress, communicate risks, and clarify over 5000 technical dependencies across multiple live and in-development AAA titles that led to smoother development. As well as this, they have authored and maintained over 40 pages of cross-functional early-stage documentation for new game concepts, consolidating design intent, technicalconsiderations, milestones, and risk areas to improve alignment across production, engineering, design, and external partners. They are certified
Below you can find their portfolio of their past game development work
For any more info on my portfolio, please reach out at liamdugard@gmail.com








