For SupCom - I ran the test lab, helped design aspects of the campaign experience, and did the usability testing for the new UI and interface. Actually some of the stuff like the side screen scrolling I didn't want implemented, I wanted to force the users to grow accustomed to the zoom and stop the scrolling around business that everything else used and I found worthless.
On Forged Alliance, I was moved from test to production, I organized all game dialog, managed the map design team and the campaign designers. I had a large role in scripting new lines with the writer to fit things that made the characters feel more real. Most of the difficulty in the normal and hard settings were based off my gameplay results. So in the campaign you're somewhat playing against an AI designed to make me feel entertained. The map design and campaign teams were amazing to work with. Had long discussions with the lead designer, a very intelligent fellow, and plenty of work done with the writer, another insightful individual. The Associate Producer on the project sat next to me and we gained a strong working friendship.
Really I did more than that, as the company is independent they don't have the funds to pay for specialists in every job. Got to wear many hats, got to learn many skills and wouldn't trade the work I did there for anything.