
CALL OF DUTY WW2 SINGLE PLAYER CAMPAIGN
In Depth Level Testing
Tested and researched player satisfaction and appreciation for every level in the campaign, completing reports for multiple development studios
Reported on actionable, usable feedback for changes to be implemented in game
Communicated with development teams to learn what their specific design intentions for level segments were, and whether or not players were experiencing the intended gameplay
Probed player understanding of both overarching and in-level narrative, developing an idea of players' comprehension of the overall plot​

Difficulty Balancing
Compared player progress and measured the difficulty across players with different shooter experiences to balance level challenge
Helped tune enemy AI damage, pathing, ​and spawn rates, as well as player health, player damage taken, and allied AI.
Assessed player skill for appropriate profiling using consistent, data driven metrics​
Reported and researched difficulty balancing data across all 4 Call of Duty difficulties: Recruit, Regular, Hardened, and Veteran

The "Boots on the Ground" Effect
Overcoming Playtesters' Preconceived Opinions
A large hurdle to overcome when testing WW2 was overcoming players' initial reaction to the return to a historical time period. Players were so excited learning simply the theme of the game (and that they wouldn't be flying with jetpacks), every metric and rating would be skewed overly positive, resulting in data that wasn't really useful. This caused the research team to do a deeper analysis on surveys, and to try and isolate player sentiment from those preconceived notions, and get their accurate opinions on the game. After a few survey iterations, we were able to accurately assess player reception to the levels they were playing.