ANDREW DOUGLASS

Game Producer | Game Designer

Hello, my name is Andrew Douglass. I am a currently a Senior at the University of Southern California, enrolled in the world renowned USC Games program, pursuing a Bachelor of Fine Arts in Interactive Media and Game Development, and minoring in Video Game Production. To learn more about the projects I have worked on, please click on any of the images below for more information.


PROFESSIONAL EXPERIENCE


ABOUT ME

My years spent at USC have prepared me with the skills needed to fill a variety of roles within the video game industry. Aside from the projects I worked on as a student at USC Games, I bring previous real-world experience working in the industry. I worked as a Producer at the American Interactive and Games Institute, and shipped a live-ops mobile game. I also worked at the renowned indie studio WayForward Technologies as a Quality Assurance Tester, and have my name featured in the credits of two commercially shipped titles from WayForward. I will be graduating from USC Games in May 2027.Business Email:
[email protected]

Crease is an upcoming 3D third person physics-based flight adventure PC game that is currently being developed as part of the Advanced Games Project (AGP) program at the University of Southern California. Players fold and fly paper airplanes across vast landscapes. Abandoned by your messenger pigeon, you play as a letter embarking on a journey to deliver yourself. Transform into different paper planes while balancing precision folding, adaptive transformations, and overcoming environmental hazards, all while racing to complete your priority delivery before time runs out.I worked on Crease as a Technical Producer during the Pre-Production phase, where I managed the tasks and workflow of the engineering team. I utilized Notion to help organize and track tasks. The game is now currently in production, and will be released in May 2027.

B.L.U.E. is an upcoming sandbox 1v1 multiplayer spaceship building and combat PC game that began development as part of the Advanced Games Project (AGP) program at the University of Southern California. Working as the Lead Producer, I was in charge of managing and facilitating communication between a team of over 30 individuals across several disciplines including Art, Engineering, UI/UX, QA, Usability, Marketing, and Design. I utilized Notion and Google Sheets to delegate tasks and organize sprints using an agile methodology.After the completion of our vertical slice, my team and I wished to continue developing B.L.U.E., and hope to soon launch it as a commercial product. We founded our own indie game company, BlueHeaven Games, and are now actively working to get our game published. Since founding our studio, I continue to work as Lead Producer, but have also adopted a Project Manager role, where I am ensuring that development is able to continue smoothly and that we are budgeting our resources while we work towards the official launch of our game. B.L.U.E. is expected to officially launch in Q4 2026.

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Elevator to Hell is a 2D horror-action PC game where the player must fight for their survival against the terrifying entities that lurk on each floor. After attempting to pet a wild opossum in a sketchy, abandoned building, the player falls through the floor into a mysterious concrete facility buried deep underground.Featuring three levels with horrifying demons, ghosts, and monsters dwelling on each floor, the player must use the limited tools provided to them to overcome each beast. Only when the player has successfully defeated these monsters will they be able to access the elevator that will bring them back to the surface. The visual style is hand-drawn, with the premise being inspired by the infamous elevator of monsters and demons from the cult classic film Cabin in the Woods.I worked as a Lead Gameplay Programmer, Producer, and Game Designer on this project with a small team. I utilized Jira to organize tasks and sprints. We also utilized Unity 6 to develop the game, and Perforce for version control. We were able to successfully create a short, polished game that features three levels with unique monsters, weapons, mechanics, and more.

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The River City Girls are back! Misako, Kyoko, Kunio, and Riki - joined by newcomers Marian and Provie - hit the streets for an all-new beat-'em-up adventure! Team up for local or online co-op and explore a massive world packed with new abilities, enemies, locations, and more!Working as a Quality Assurance Tester at the renowned indie video game studio WayForward Technologies, I collaborated with various teams of testers, leads, developers, artists, and more to bring quality experiences to gamers.I conducted testing on PS4, PS5, XBOX Series, XBOX One, Steam, Windows, and Nintendo Switch, and became familiarized with various developer kits and developer software. I found, thoroughly investigated, and helped resolve 200+ bugs, crashes, glitches, spelling errors, graphical errors, and more. I also recorded 4K gameplay footage used in official trailers.

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Dive into an explosive new RWBY adventure! Instantly switch between Ruby, Weiss, Blake, and Yang, and use their weapons and Semblances to battle a mysterious new threat in this in-canon story set during RWBY Volume 7! Featuring a new song by Jeff Williams with vocals by Casey Lee Williams!Working as a Quality Assurance Tester at the renowned indie video game studio WayForward Technologies, I collaborated with various teams of testers, leads, developers, artists, and more to bring quality experiences to gamers.I conducted testing on PS4, PS5, XBOX Series, XBOX One, Steam, Windows, and Nintendo Switch, and became familiarized with various developer kits and developer software. I found, thoroughly investigated, and helped resolve 200+ bugs, crashes, glitches, spelling errors, graphical errors, and more. I also recorded 4K gameplay footage used in official trailers.

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Some Way Out is a first/third person action-adventure game that brings players into a toy sandbox world where they are playing as a malfunctioning toy being held captive within an armed facility. Using your wit as well as the incredible ability to transform into various toy vehicles, players will have to solve puzzles and fight their way through hordes of enemies to escape from their enslavers.I worked as the Co-Lead Game Designer, Producer, and Programmer on this project with a partner. This game was developed as part of the Intermediate Game Design and Production course at USC Games, which involves students collaborating in pairs to develop a small, polished game over the course of 16 weeks. I utilized Jira to track tasks and manage sprints. We also utilized Unity 6 to create the game, and Perforce for version control.

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Soft Things Hit Hard is an upcoming online Third-Person Party Battle Royale game for PC, where squishy play-doh creatures enter the arena to scavenge junk, stick on protection, and assemble weapons to defeat their opponents and avoid being kneaded back into nameless mud. The game is being developed as part of the USC Games Advanced Game Project course, where students collaborate in large teams to deliver a vertical slice of a polished game over the course of a year and a half.I am working as the Technical Producer on Soft Things Hit Hard, where I am managing the tasks, sprints, and workflow of the engineering team. We are utilizing Notion as our primary task managing software. On this project, I am working closely with my fellow producers to maintain cross-team communication and collaboration. We are utilizing developer "pods" that contain engineers, designers, and artists that focus on different design aspects of the game. We are continuously making solid progress each week in meeting our milestones and deadlines, and will be shipping the product to the market in May 2027.

Project: Disciple is a 3D isometric mobile game where the player essentially roleplays as a "cult" leader who recruits and trains people for their secret society, bent on world domination and achieving the group’s own strange goals. The player manages their secret society members on a 3D isometric map, training them to be ready to infiltrate various political, military, occult and social groups around the world. Project: Disciple is a game developed by a nonprofit organization known as the American Interactive and Games Institute. The purpose of developing this game is to give students the opportunity to get hands-on experience working in Game Live-Operations.I first worked on Project: Disciple as a Lead Event Producer with a small team of developers to create a concept for a Winter-themed event that will be developed and released by future students. I was then hired on as a contractor to aid in the overall production of the game during Summer 2026. I worked alongside industry veterans as well as my brilliant professors from USC Games as an Associate Producer, helping to manage the tasks, workflow, and development of the game. I utilized both Confluence and Jira during the game's development. I also participated in weekly product review calls and stand-ups. The goal was to get the game to vertical slice, and then pass along future development to students.I returned as a student to continue working on the game in Fall 2026, and was promoted to a Senior Producer position. The game is currently in production, with a goal of a MVP (Minimum Viable Product) release in December 2026.

Please click any of the images to learn more about the projects I worked on as a student at USC Games.

Atari Star Wars is a first-person rail shooter arcade game developed in 1983 by Atari, Inc. The game simulates the iconic assault on the Death Star from the first Star Wars film, A New Hope.As part of a class project, I worked in a small team of three as a Game Programmer as well as a UI Artist to recreate three levels of the original game. I utilized Adobe Photoshop and Adobe Illustrator to recreate the HUD (Heads-Up Display). We recreated the game using Unity 6, and utilized Perforce for version control. All assets used in the game were recreated by myself or my team members, and all audio was sourced directly from the game itself.

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Be The Boss is a Fortnite UGC live-service game developed in the Unreal Engine for Fortnite (UEFN). The gameplay features infinite free-for-all with strong player progression and a corporate theme. As the bloodthirsty employees of corporate assassins at MurrDurr Incorporated, players shoot their way up the corporate ladder. Players are rewarded for retention with increased rank and power. Players go from lowly interns to corporate killing machines, with chances to make a comeback.The game was created as part of the USC Games Games as a Service/Game Live-Operations class. I worked within a small team of four as the UI Designer and as a 2D Artist. I created cosmetics, logos, and icons that players could unlock as they earned currency. We also gauged analytics such as session times, money spent, player count by rank, floors unlocked, and other stats to track player retention.Be The Boss is an absurdist take on corporate competition and Fortnite FFAs, drawing from Fortnite’s sense of humor and the wide range of weapons available in UEFN. The narrative framework of the game is that you are a new intern at MurrDurr, a shady financial firm that openly engages in its real business: assassinations! Since the company loves a go-getter and can make all the clones it wants, upper management has decided to keep a “competitive workplace environment” where chaos reigns.Be The Boss has a simple metagame centered on character progression and prestige, with one currency, TenDurr, and three main objectives:1. Ranking up for weapons, stats, and TenDurr. Company Rank changes the player’s class, giving new weapon loadouts and buffs. Ranking up also opens higher floors, where kills are worth more money.2. Players can Prestige to reset their company rank and earn passive income. Passive income gates more expensive cosmetics, and allows players to rank up faster.3. Players can collect cosmetic nametags and hats to show off to their coworkers.I utilized Adobe Photoshop and Adobe Illustrator to create the 2D Art and UI used in the game. Below are a few examples of the cosmetics I created, as well as some logos and icons featured in the game.