Timothy Flanary
Timothy Flanary
3D Artist / Virtual Reality Test Analyst 2
San Francisco, United States

Summary

Detail-oriented Quality Assurance professional with 5+ years of experience in manual testing, defect lifecycle management, test plan authorship, and hardware validation across AAA gaming and consumer VR industries. Proven track record identifying and documenting 2,000+ defects across multi-platform environments including PlayStation, Xbox, PC, and Meta Quest devices. Experienced in regression testing, root cause analysis, severity-based bug triage, test device configuration, and cross-functional collaboration with engineering and production teams. Adept at maintaining quality standards in fast-paced, milestone-driven environments under tight deadlines.

Resume PDF

View

Skills

3D ModelingLow-poly ModelingHigh-poly ModelingHard Surface ModelingOrganic ModelingPBR TexturingProp ModelingMicrosoft OfficeGoogle Apps

Software proficiency

Blender
Blender
Maya
Maya
ZBrush
ZBrush
Substance 3D Painter
Substance 3D Painter
Adobe Substance 3D assets
Adobe Substance 3D assets
Marmoset Toolbag
Marmoset Toolbag
Photoshop
Photoshop
Unreal Engine
Unreal Engine
Unity
Unity
Perforce
Perforce
Microsoft Office
Microsoft Office
Google Apps
Google Apps

Experience

  • Computer Repair Technician at Revivn
    San Leandro
    February 2025 - November 2025

    • Processed an average of 8 to 10 devices per day, performing systematic hardware diagnostics, disassembly, component repair or harvesting, and reassembly across Windows, macOS, and Chrome OS systems.

    • Logged all repair activities and device statuses using an internal tracking system, ensuring accurate recordkeeping and full traceability of each unit processed.

    • Utilized a full suite of professional repair tools including ESD-safe tweezers, precision screwdrivers, anti-static wrist straps, ESD-safe work mat, plastic pry tools, suction cups, heat gun, heat pad, RAM tester, SSD tester and wiping device, compressed air, thermal paste, magnetic parts tray, magnification lamp, magnification headset, and software diagnostic tools, while adhering to proper safety protocols including PPE.

    • Maintained strict adherence to SOC 2 and ISO compliant operational standards, upholding cleanliness, ESD-safe handling, and contamination-prevention protocols throughout all repair and inspection procedures.

    • Troubleshoot and resolved operating system failures and hardware defects, applying methodical diagnostic approaches to identify root causes and implement effective solutions.

  • Prop Artist at TimeSplitters Rewind
    US
    April 2024 - May 2025

    • Created production-ready 3D props for multiple game levels using Blender and Substance Painter, adhering to strict polygon budgets, texture specifications, and art direction guidelines defined by the production team.

  • Virtual Reality Test Analyst 2 at Meta / Facebook / Oculus
    Burlingame
    November 2021 - April 2023

    • Served as a core tester on the Spatial Tracking team, and was the first team member to author test cases for Space Setup, a Meta Quest 3 exclusive feature that automatically identifies and labels physical objects such as tables, couches, and windows to enhance mixed reality safety, ensuring comprehensive scenario coverage from the ground up.

    • Designed and executed structured test plans and test cases covering functional, regression, exploratory, and hardware validation testing across 1,000+ pre-release and release builds, identifying defects and verifying fixes through full defect lifecycle management.

    • Performed root cause analysis by systematically bisecting previous builds to isolate the exact version in which a defect was introduced, providing engineering teams with actionable data to accelerate resolution.

    • Triaged and prioritized defects by severity and impact level, ensuring critical issues were escalated and communicated promptly to engineering and production teams through both direct collaboration and JIRA.

    • Configured and maintained test devices by flashing pre-release builds onto Meta Quest hardware, enabling debug modes, and setting up test environments using ADB (Android Debug Bridge) via terminal.

    • Authored and updated onboarding and training documentation for new QA team members, replacing outdated materials with clear, step-by-step guides that improved ramp-up time and testing consistency across the team.

    • Selected as part of an executive demo team, setting up and executing high-stakes quality demonstrations for executive leadership as well as internal product showcases allowing team members to evaluate features and hardware firsthand.

    • Collaborated cross-functionally in a fast-paced intercontinental environment, attending milestone reviews and communicating defect status, test results, and quality metrics directly to leads, directors, and engineering partners.

  • QA Tester at Toys For Bob
    Novato
    January 2020 - March 2021

    Crash Bandicoot 4: It's About Time (Release: 2020/2021)

    (Xbox One / PS4 | 2020 and PS5 / PC | 2021)

    Crash Team Rumble (Release: 2023)

    • Identified, documented, and tracked 2,000+ defects across 500+ pre-release builds, release candidates, and post-launch patches on PlayStation 4, PlayStation 5, Xbox One, and PC, working across multiple platforms simultaneously during peak release cycles.

    • Authored detailed defect reports with full reproduction steps, severity classifications, and supporting media including video captures, screenshots, and debug logs, ensuring engineering teams had all information needed for rapid resolution.

    • Executed comprehensive test plans covering functional testing, regression testing, and certification testing for platform submission to Sony and Microsoft, supporting milestone approvals and day-one patch validation.

    • Performed root cause analysis by reviewing prior builds to determine when and where defects were introduced, providing engineering teams with targeted data to support efficient debugging.

    • Set up and configured multi-platform test environments by flashing and installing builds on PlayStation consoles, Xbox consoles, and work PCs, managing device states, and maintaining test hardware to ensure consistent and reliable test execution.

    • Triaged and classified defects by severity and priority, escalating critical issues through JIRA and communicating directly with developers and producers to drive timely resolution within milestone-driven deadlines.

    • Collaborated closely with engineering and production teams in a deadline-driven environment, participating in milestone reviews and contributing to quality gates across Crash Bandicoot 4: It's About Time and Crash Team Rumble.

  • 3D Artist at The Chabot Movie Theater
    US
    January 2021 - January 2021

    • Produced a fully rendered 3D cinematic intro sequence using Maya, Substance Painter, Unreal Engine, and DaVinci Resolve, which has been featured at every movie showing since its completion.