Michael Melchior
Functional QA Tester at Activision
Michael Melchior
Functional QA Tester at Activision
Michael Melchior
Functional QA Tester at Activision
I've worked in Quality Assurance for 7 years. I perform various tasks relating to in-depth testing, and give constructive feedback. I'm knowledgeable with Jira, Devtrack, and software debugging. In my free time I practice map design with Black Ops 3 Mod Tools, I regularly work in Radiant as a hobby.
Minnesota, United States
5
المشاريع
4
الخبرة
Michael Melchior
Functional QA Tester at Activision
Collection of playable maps I created using the Black Ops 3 Mod Tools

ZM_APT is map inspired by my living space at the time, I wanted to learn Radiant and chose an area I was familiar with.
ZM_APT is the first map I created using the Black Ops 3 Modding Tools as a way to learn Radiant tools coming from practicing level design concepts in Unreal Engine. I handled all level design, importing of FAB assets for map geo art, and scripting quests using script libraries as a reference.

ZM_LAKESIDE is a Black Ops 6 inspired map set in a quarantined military site of an ordinary house on a lake with underground tunnels and labs.
ZM_LAKESIDE is a map created with the goal of designing a level that frequently overlaps itself while giving the Player multiple paths to reach the various floors in the map. I handled all level design, importing of FAB assets for map geo art, and scripting quests using script libraries as a reference.
التحدي: I wanted to create a map with many layers, where on the surface the map seems simple but much more is hidden below.
العملية: In early design concept documentation, I made a list of areas I wanted to create then assembled them directly above / below each other.
الحل: Each major floor has at least 3 ways to enter / exit, I didn't want the Player to encounter dead ends while maintaining the feeling of claustrophobia.
النتيجة: The overlapping nature became tricky when I began filling in the play space with models, going forward I began thinking more point of interest based instead of trying to get the whole map out at the same time which allowed me to easily adjust map sections with prefabs and reconnect areas in ways that make sense.

ZM_ANCIENT is a Black Ops 4 inspired map set within a Roman city between the shoreline and volcanic mountain looming overhead.
ZM_ANCIENT is a large map with a grid-like design, Players will be fighting through damaged buildings and bloodied streets to uncover the artifact they seek. I handled all level design, importing of FAB assets for map geo art, and scripting quests using script libraries as a reference.
التحدي: I wanted to create a large scale quest oriented zombies map.
العملية: Created scripts for quests and map systems earlier during blockout process than I usually would.
الحل: Players taking either path to reach pack-a-punch will have items to grab and quests to complete as they progress early-game.
النتيجة: During iteration phase of blockout I could identify bottlenecks in my level's flow in regards to questing having scripts setup earlier.

ZM_CARDINAL is a map inspired by RPGs set in a generic medieval fantasy world with standard round based gameplay.
ZM_CARDINAL is a map I created because I love the medieval fantasy setting and wanted to see the limits of what was possible with Black Ops 3 Radiant (spoiler: it's 8GB of VRAM). I handled all level design, importing of FAB assets for map geo art, and scripting quests using script libraries as a reference.
التحدي: I wanted to push the limits of Radiant to help me understand optimizing levels better for Player performance.
العملية: Only included collision based on Player needs, condensed sightlines to save performance, used caulk and no draw textures more often than prior mapping projects.
الحل: Built a large scale map with the intent to push Player hardware performance.
النتيجة: Better understanding of what I should be prioritizing in regards to optimization which was important for projects coming after.

ZM_MINERVA is a Black Ops 4 inspired map set within a Roman city high along the cliffside overlooking overshadowed by a mysterious library.
ZM_MINERVA is a follow up map I created to address issues I had with ZM_ANCIENT, reduced scale of the map and tightened play spaces. I handled all level design, importing of FAB assets for map geo art, and to speed up scripting process used generative AI to help with scripting.
التحدي: Created this map to address issues I had with the design of ZM_ANCIENT after extended playtime.
العملية: This level underwent heavy iteration as original design ideas were not going how I expected. Re-zoned and changed playable spaces frequently over the year before landing on something that felt right.
الحل: Under heavy iteration and design changes settled on a more condensed level experience that feels more interconnected with an attempt to make vista feel larger than the Player to not lose the grand feeling of ZM_ANCIENT.
النتيجة: Repurposed a lot of geo and work done, saved old documentation to be used in future projects. Starting over isn't a failure, I was able to keep and repurpose zones in different ways to fit the needs of the map better.
Activision
Kwik Trip, Inc.
Activision
Mackenthun's Fine Foods
Waconia Senior High School
michaeljmelchior@gmail.com
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