About Edmund Dubois

Ed first got interested in game development back in the late 90s, when he discovered the fun that could come out of making custom multiplayer maps for Command & Conquer: Red Alert, using the built-in map editor. From there he mostly dabbled in building maps and creating customized units in other games of the C&C series (such as Tiberian Sun), as well as custom flags and soundpacks for the Team 17 classic Worms: Armageddon. He never really considered doing it as serious work however, until the end of his time in high school when he thought about how he could do something he truly enjoyed as a profession.

Upon reaching WPI he began to work earnestly in the Interactive Media and Game Development major, stumbling through programming before remembering art and storywriting was so much more natural to him. Since then he’s worked on a Machinima film, a few small games, and a Neverwinter Nights module.

In may of 2010 he was hired by Seven45 Studios in Boston as a QA Tester, a position he held until after the game they were working on shipped in November of 2010. In 2011 and part of 2012 he worked QA for Irrational Games, working on Bioshock Infinite

Nowadays he keeps himself occupied with other work, including development projects to enhance his knowledge of the Unity game engine.

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