- Concept & prototyping of core systems, documenting & presenting this to company stake holders.
- Working with a small team using agile methodologies (scrum), to provide layers of value to the game within two week sprints.
- Level designs from paper sketch to terrain ‘sculpts’ in Unity, painting textures, placing props, spawning creatures etc.
- Running weekly reviews for level designs & scripting principles, to encourage knowledge sharing across the team.
- Directing & scripting cinematic sequences, using animation stubs to prepare camera work for final animations.
- Creature design & characterisation in terms of bio’s and behaviours.
- Introduced the idea of weekly ‘1 minute pitches’ for anyone wishing to grow more confident in expressing their ideas to a group.
- Producing screenplays for each chapter & working with Trip Hawkins to polish the script, ultimately preparing it for VO sessions.
Games Designer
Quantic Dream
December 2012 - July 2013
Project: Beyond: Two Souls - Demo: https://www.arashshirazi.co.uk/beyond-two-souls/
- Responsible for designing and scripting the flow for 5 levels within the game, including the 'homeless' level which was the first major demo to the press.
- Producing block out cameras, scripted gameplay & extremely detailed design documentation to serve as the purpose of 'flow direction' for the game.
- Reviewing the produced block outs with David Cage and the lead designer.
- Level design – working with Photoshop to produce gameplay maps which I would then forward to the leads of all departments. This would generate a discussion as to how everyone felt the level should progress, until its final realisation.
- Learnt to speak basic French & pickup an understanding of around 60% of the language within 8 months.
Level Designer
Lionhead Studios
December 2011 - September 2012
Project: Fable: The Journey - Demo: https://www.arashshirazi.co.uk/fable-the-journey/
- Designing and building level block outs in Unreal Engine via terrain sculpting tools, then scripting them using Kismet (unreal engine 3’s visual scripting tools).
- Unique position as the only scripter/level designer on the team.
- Responsible for designing & scripting the E3 & Xbox live demo levels.
- Reviewing level flow with leads & production to create a super polished experience.
Designer
Marmalade Game Studio
May 2011 - November 2011
Working on all aspects of design, for the best-selling first-person action franchise of all time.
Project: Call of Duty Black Ops: Zombies
- Documenting player & weapon stats then implementing them via lua scripting.
- Designing & writing tutorials for core gameplay mechanics.
- Scripting the behaviour for game assets across 3 different levels.
- Designing challenges and a ranking system to build a deeper gameplay experience.
Level Design
Electronic Arts
January 2010 - October 2010
Project: Harry Potter & The Deathly Hallows - Part 2
- Polishing to final quality, a structured, fast paced boss battle.
- Working with artists to storyboard out cameras & then implementing them.
- Iterating on top down level designs in multiple ways to achieve final implementation.
- Scripting complex boss behaviours.
Project: Create
- Producing documentation to green light the games core systems & visual style.
- Attending regular design meetings to develop the feel of the game.
- Brainstorming gameplay object behaviours & level themes.
- Producing level designs on paper/Photoshop & implementing these with in-house tools.
- Scripting gameplay using simple logic.
Designer
Electronic Arts
December 2009 - January 2010
Project: Unannounced Online Game (Facebook App; Development Management & Design)
- Working in conjunction with the lead designer to complete integral design flows.
- Producing flow charts for player progression, activities & mini games.
- Communicating with the Art Director which UI scenes would be required for a consistent GUI .
- Attending conference call meetings with an outsourced company to ensure deadlines were met.
Designer
Electronic Arts
September 2009 - December 2009
Project: Unreleased Harry Potter (Wii)
- Working on existing brief, mission design documentation & building gameplay on top of this
- Brainstorming enemy AI behaviours & iterating on a time crisis style combat mechanic
- Producing level designs on paper/Photoshop & implementing these with in-house tools
- Scripting gameplay, cameras, cut-scenes and trigger volumes using simple logic
QA Tester
TT Games
September 2009 - September 2009
Project: Lego Indiana Jones 2: The Adventure Continues
- Following test plans to ensure all facets of the game were tested.
- Tracking game balance problem, gameplay bugs, and graphical issues.
- Prioritizing bugs on JIRA and determining bug severity.
- Providing clear and concise repro steps/supporting documentation.
- Short time spent here due to moving into the field of Level Design.
QA Tester
Electronic Arts
August 2008 - February 2009
Projects: Harry Potter and the Half Blood Prince + Hasbro Family Game Night
- Following test plans to ensure all facets of the game were tested.
- Tracking game balance problem, gameplay bugs, and graphical issues.
- Prioritizing bugs on Dev Track and determining bug severity.
- Providing clear and concise repro steps/supporting documentation.
- Communicating with Design, Programming and Production at various points during the testing process.
- Working as a full time contractor whilst also attending a full time university degree.
QA Tester
Electronic Arts
July 2007 - September 2007
Project: Burnout Paradise
- Following test plans to ensure all facets of the game were tested.
- Tracking game balance problem, gameplay bugs, and graphical issues.
- Prioritizing bugs on Dev Track and determining bug severity.
- Providing clear and concise repro steps/supporting documentation.
- Working as a full time contractor whilst also attending a full time university degree.