ABOUT

 

Freelancer and narrative designer with a life-long love for well-designed narrative that make you feel. She loves building onto worlds, fleshing out characters, and crafting narrative experiences. She's interested in opportunities that would allow her to do so and would be happy to chat.
 

EXPERIENCE

Development Support 4 (Narrative Quality Designer) - Keywords Studios, Embedded at BioWare (Edmonton)

May 2020 - Present
 

  • Responsible for quality verification of narrative features (writing, cinematics, game flow, etc.) for fantasy RPG. Track and create tests for development phase gates, identify milestone risks, participate in bug triages, and act as narrative representative from QV side. Collaborate with other development pillars and narrative leadership.

  • Keep up to date on project lore, provide and gather qualitative feedback, and participate in peer reviews for narrative related content, including reviews of the full game script, individual plot scripts, cinematics, and ambient scenes.

  • Wrote test conversations in the Frost Engine conversation editor to identify functional and workflow issues for writing and editing. Checked tools for writing, conditionals, branching, and asset creation.

  • Participated in side project weeks and presented projects to 120+ attendee calls. I’ve created a tree-dating sim, environmental signs showing unique, themed enemies in areas, and a side quest concept that was praised for being something that could’ve been part of the game.

  • Act as a senior QV point-of-contact for the Keywords Team. Run team syncs, meetings, presentations, and onboarding. I’ve run and created workshops and training sessions for topics including bug filing and testing plan standards, narrative testing, and using automated tools. In addition, I have provided mentoring to junior members.

Freelance - Self-Employed (Edmonton)

April 2017 - Present

 

  • Provide a diverse range of services consulting, sensitivity reading, testing, and writing.

  • Worked as associate with Talespinners writing outsource studio for editing and writing on Sweet Transit.

  • Have ghost-written 2 books, audio-proofed 9 books for Lisa Lace, co-published an article on Cracked and written 6 short stories for the Unraveled Chat Story app.

  • Create an untitled cyberpunk novel based on game bible written for Aesthetix Game Studios. Responsible for worldbuilding, writing, and producing 22,00-25,000 words monthly.

  • Manage clients and contracts through Upwork, Lemmasoft, referrals, and direct messaging. I have had 4 regular clients and retain a 100% job success rating on Upwork.

Quality Assurance Tester - Odyssey Entertainment

April 2019 - Present

  • QA Tester for Transmogrify

  • Edit levels to fix bugs and implement gameplay and aesthetic design choices. Approach levels as the person who has played the game the most and center design decisions on what will enhance player experience.

  • Build and run test cases for any new mechanics, regression checks, or levels I felt needed additional attention.

  • Regularly test 3-5 levels/week and update documentation for tracking mechanics and providing feedback. I would include my level scores, my difficulty rating of the level, and observations in a spreadsheet and compile a report at the end of the week.


Research Assistant - Moira Day (University of Saskatchewan)

July 2016 - March 2017

 

  • Assisted with research on book about Elizabeth Sterling Haynes and early Alberta Drama History.

  • Digitized and transcribed book chapter. Edited formatting to preserve author voice and presentation.

  • Researched requested materials and fact-checked bibliographic information using digital and physical archives. Maintained and updated digital materials.

  •  Communicated with librarians and archivists to find and acquire materials.

  • Organized and tracked activities on a weekly basis in Google Docs and Excel.


QA Tester - BioWare

April 2014 - August 2014

 

  • Member of the critical narrative tester team for Dragon Age: Inquistion. Tested game through alpha and beta checks and acted as the primary PS3 tester in our group.

  • Worked with developers to ensure quests worked on a functional and lore level. Ran through character romance quests to ensure game picked up correct variables and made design improvements. In Champions of the Just, I highlighted that an NPC’s behavior during a fight and suggested he should run out of the way of the fight than stand in the middle of things.

  • Ran through latest build daily to test how far a player could get through the critical path before being blocked to determine game health and find progression blockers introduced between builds.

 

Research Assistant - University of Alberta

September 2012 - March 2014

 

SKILLS

 

  • REN'PY

  • FROST EDITOR

  • DATA COLLECTION, SUMMARIZATION AND ANALYSIS

  • PROJECT MANAGEMENT

  • QA TESTING 

  • PROFICIENCY WITH MICROSOFT OFFICE PROGRAMS 

  • CUSTOMER SERVICE

KEY QUALIFICATIONS

 

  • RELIABLE, HARDWORKING, FLEXIBLE

  • PROVEN ORGANIZATION AND TIME MANAGEMENT ABILITIES

  • ANALYTICAL AND SELF-DIRECTED

  • ATTENTION TO DETAIL

  • STRONG COMMUNICATION AND INTERPERSONAL SKILLS

  • ABLE TO WORK COLLABORATIVELY AND INDEPENDENTLY

  • POSITIVE ATTITUDE AND INTEREST IN LEARNING

2010 - present

2010 - present

EDUCATION

 

University of Alberta - Master of Arts, Humanities Computing. Thesis, "Layers of Videogame Narrative and Interactivity".

2012-2016

 

University of Alberta - Bachelor of Arts, English Major/History Minor.

2008-12

PUBLICATIONS 

 

Gee et. all. “6 Video Game Missions That Totally Insulted The Player”. Cracked.com


Gee, Domini. “Remixing Retro – Preserving the Classic ‘Feeling’”. Journal of Japanese Association of Digital Humanities. Publication. 2019.

Gee, Domini. Unraveled – Chat Stories, “Operation Sweet Side”, “Bloody Mary and the Feathery Scourge”, “Bloody Mary and the Gentleman Make a Deal”, “Lost and Found”, “RIA”, and “The Missing Lisa”. 2017.

Gee, Domini. Two ghostwritten eBooks for Peter Holmquist, Upwork.com, 2017.

Gee, Domini. “Layers of Videogame Narrative and Interactivity” (master's thesis, University of Alberta, 2016).

Gee et. all, “Assessing Serious Games: The GRAND Assessment Framework”, Digital Studies/Le champ numérique, 4 (2014), accessed December 5, 2014.

PRESENTATION HISTORY

 

Gee et. all. "Case Studies on Design and Inclusion". Panel given at GamePlay Space, October 2021.
 

Gee et. all. " Independent Game Development In Edmonton". Panel given at Animethon 23, August 2016.


Gee, Domini. “Remixing Retro – Preserving the Classic ‘Feeling’”. Paper presented at

Replaying Japan 2015, Kyoto, Japan. May 2015.

 

Gee, Domini, Sonja Sapach, and Minister Faust. “Narrative and Interactivity in Videogames”. Presentation at HuCon 2015, Edmonton, AB, Canada. March 2015.

 

Gee et. all, “Assessing Serious Games: The GRAND Assessment Framework”, Digital Studies/Le champ numérique, 4 (2014), accessed December 5, 2014.

http://www.digitalstudies.org/ojs/index.php/digital_studies/article/view/273/336

 

Gee, Domini. “Catherine: A Bubble of Cultural Commentary”. Paper presented at Replaying Japan 2014, Edmonton, AB, Canada. August 2014.

 

Gee, Domini. “Visual Novels and the International Fandom Community”. Paper presented at Canadian Game Studies Association, St Catherine, ON, Canada. May 2014.

 

Gee, Domini, Geoffrey Rockwell, Sean Gouglas, Man-Wai Chu, and Simeon Blimke. ”Assessing serious games”. Paper presented at the annual meeting of Canadian Society for Digital Humanities, Vancouver, BC, Canada. June 2013.

 

Gee, Domini, Geoffrey Rockwell, and Sean Gouglas. “Visual Novels Outside Japan”. Paper presented at Replaying Japan, Kyoto, Japan. May 2013.