MATTHEW MIGNEAULT
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Games Industry Producer​

Striving to keep game development running as smooth as possible

Diablo 2: Resurrected

Vicarious Visions
Blizzard Entertainment

QA Feature Owner
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Diablo® II: Resurrected™ is a remastered version of the quintessential action RPG Diablo® II. Pursue the mysterious Dark Wanderer and fight the denizens of hell, now in up to 4K (2160p) resolution on PC - or enjoy the original Diablo II, old-school style — at the press of a button with the legacy toggle.

Working at Vicarious Visions as a QA Feature Owner on the project, I was responsible for checking any changes or polish made to the game in relations to Monsters and NPC's during development. This also involved the organization and delegation of said checks to other members on the QA team at both VV and Blizzard. Working  on Diablo 2 has been my first instance of an entire project being worked on remotely, and it will certainly be one to remember. Needing to adapt to working alongside developers across different time zones really helped to emphasize how important it is to have a consistent face-to-face communication with coworkers, helping make it that that much easier to plan and delegate tasks amongst the team.
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​The opportunity to work on and hold a level of responsibility on a project of this scale has been incredible, even if I often need to remind myself of the sheer scale of this game. Millions upon millions of people have played and adored D2 for years, which adds both a heightened sense of expectation and excitement.
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ZED

Eagre Games
​Skymap Games

Published by Cyan Ventures

Associate Producer
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ZED is an adventure game where you have to fix things, reconnecting memories to reveal a story about life and death - about love, loss and facing the unthinkable - the absence of ones ability to even remember their name or those they love.
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ZED is about helping someone unlock pathways to things desperately forgotten, where you're helping the Dreamer say farewell to someone he knows he’ll never meet.

​While interning at Skymap Games, we were tasked with helping to manage and organize this ambitious project, spearheaded by Chuck Carter of MYST fame. My involvement with the project was mainly on the organizational side of things, setting up the early pipeline for audio, art, and level structuring. Zed was my first experience being involved with a major project, being allowed to have creative freedoms and establish deadlines for others. I am more than proud to share that ZED has been picked up and published by Cyan (the original creators of MYST), and am excited to see how far the title can go in the near future.

AUDICA

Harmonix Music Systems

QA Tester
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AUDICA™ is a VR Rhythm Shooter from Harmonix, the makers of Rock Band™ and Dance Central™. Armed with a pair of rhythm blasters, you shoot and smash targets to the beat of a soundtrack that features songs from some of the world’s most popular artists. The better your timing and accuracy, the better your score.

My first experience working with VR, AUDICA proved to be a truly unique development process. With the game being ported to multiple different VR platforms, such as the Oculus Quest and PSVR, it was important to make sure that everything logged into Jira was kept up to date and as organized as possible. Keeping all of this organized was one of my more critical tasks on the project, as this also helped some of our external development assistance stay up to date on the state of each branch of the project at just a glance.

Being able to work at a studio as iconic as Harmonix right after college has been incredible. Music has always played a huge role in my life, so being able to work on projects that perfectly blend together my love for both music and games so well is something I'll always be grateful for.
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Arachnotron

Champlain Student Project

Producer
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Master your environment, crush the hordes, and bring down the Barons of the S.W.A.R.M in Arachnotron, a third person shooter where the entire world in travesable: If you can see it, you can climb it. Use a variety of weapons to take down the hordes of enemies and the massive bosses that lay in wait at the end of each area.​
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My first independent project of note, Arachnotron was worked on during my Senior year of attending Champlain College with a team of other students, with myself being tasked with managing the entire development process and those others working on the project. The whole process was more on the experimental side, trying out any gameplay ideas we could think of and 'seeing what sticks'. It was an interesting dynamic of allowing the teams creativity to run free, while simultaneously ensuring that productive work is accomplished within a reasonable timeline.

Narcosis

Honor Code games
​Porting: Skymap Games

Beta Testing & Console Porting
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This first-person survival story unfolds from inside a “walking coffin” — a half-ton, high-tech deep-sea dive suit — following an industrial catastrophe. Influenced and inspired by a growing appetite for unconventional horror and narrative-driven games, Narcosis is rooted in reality, but steeped in the surreal.

While interning at Skymap-Games, I had my first opportunity to work on console porting extensively. This mainly consisted of QA and bug testing, as well as ensuring the port properly fulfilled Sony TRC checklists. It became apparent very quickly just how intricate all of these rules/ regulations can be, and even more apparent how many of them there are! It is essential to be as thorough and careful as possible, as to make sure none of the requirements are missed or not fulfilled properly. This led to a large amount of time put towards creating and formatting spreadsheets to ensure that everyone on the team was on the same page. Helping to keep track of what checks were relevant and their completion status proved to be invaluable to the process, and I can only assume will be helpful in the near future.
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DarkWeb

Deep-End Games

Producer of Game Mechanics
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Not much can yet be shared about this newly revealed horror title by Bill Gardner of Deep-End, so stay tuned to social media for updates!
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The primary focus of the three different teams that I helped to manage were each focusing on different gameplay scenarios and mechanics, making for a much more creative and exploratory experience with game development. One major production aspect I pulled from this project was how to properly balance creative experimentation and enforcing deadlines. While it is important to allow a team to have its creative freedom and enjoy making their game, it's just as important, if not more so, to have the game organized and meet deadlines,
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Having the opportunity to work closely with one of the original designers of BioShock has been an amazing opportunity, helping to manage the different teams involved and help guide their focus towards the desired gameplay goals and replayability. 

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