Ary Shirazi

Ary Shirazi

Senior Game Designer / 18 yrs

United Kingdom

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Work History
  • Technical Designer

    Sony Computer Entertainment Europe

    August 2015 - Present
  • Freelance Game Designer

    Freelance

    May 2015 - Present
  • Game Designer

    If You Can

    July 2013 - April 2015

    Project: IF... Demo: https://www.arashshirazi.co.uk/if/

    - 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.