Ara Shirinian

10612 N. 7th Place

Phoenix AZ 85020

ara@housenet.org ~ http://www.shirinian.net/

 

EXPERIENCE

 

2008-Present

Game Designer, Unreleased Driving Project (Xbox 360), Rainbow Studios

Designed and planned a tile-based system of world construction to maximize asset re-use, design flexibility and overall efficiency.

 

Led a team of artists to build a downtown city full of interesting gameplay devices while fulfilling art needs as well as the overall game vision.

 

Independently researched and established best practices for the use of Havok-based physics objects.

 

2006-2007

Game Designer, Cars: Mater-National (Xbox 360, PS2), Rainbow Studios

Responsible for design and implementation of three road circuits, a Monsters, Inc. themed mini-game, and the game's collectible item system.

 

Led efforts to establish guidelines and direction for AI difficulty level tuning and coordinated the work among the other designers.

 

Successfully took initiative in coordinating efforts to solve important gameplay mechanics problems that plagued the driving engine since the original Cars.

 

Collaborated closely with artists to ensure that environment artwork supported and integrated well with the design.

 

2006

Designer, MX vs. ATV Untamed (Xbox 360, PS3), Rainbow Studios

Coordinating with track designers and artists, designed blueprints for world layouts including asset specification and spaces built to maximize gameplay interaction.

 

 

2005-2006

Game/UI Designer, Unreleased Wrestling Project (Xbox 360), Rainbow Studios

Primary designer responsible for architecture and documentation of the game's UI system of about 150 unique screens, including player data save/load systems and unlockables systems.

 

Established internal interface guidelines, tracked and supervised UI production. Ensured that all UI design and art satisfied Microsoft TCRs.

 

Designed a novel and intuitive UI system for Create-A-Character mode, which allowed rapid and easy manipulation of over 40 screens of user-adjustable parameters.

 

Designed and documented prototype gameplay mechanics. Implemented mechanics via our proprietary toolset. Worked with programmers to devise improvements to our tool to maximize designer productivity.

 

2003-2004

Game Designer, The Red Star (Xbox, PS2), Acclaim Studios Austin

As a core designer, planned, implemented and tested enemy behaviors and gameplay devices under minimal supervision. Responsible for production of the shooting elements of gameplay and major enemy encounters.

 

Rapidly gained advanced proficiency of the proprietary toolset with minimal training; within six months began to train and delegate tasks to junior team members.

 

Proposed viable improvements for Acclaim's proprietary scripting tools to increase the speed of common user operations by a factor of 16 or greater.

 

Work samples can be found at: http://www.shirinian.net/redstar/

 

2003

Level Designer, Apollyon's Tear Project

Independently designed and implemented a level design project using the Unreal Warfare engine. Ranked in the 80th percentile overall on mapraider.com.

 

Developed custom scripts extending the functionality of the Unreal class hierarchy.

 

Work samples can be found at: http://www.shirinian.net/leveldesign/

 

1999-2003

Senior Editor, Tips & Tricks Magazine

Completed over 80 video game strategy guides since 1997, more than any other staff member in the magazine's history. Analyzed each game with strong attention to detail.

 

Deconstructed game rule and scoring systems, distilling them into clear and concise strategies with data-rich visualizations.

 

Consistently achieved a level of quality greater than competing strategy guides and books.

 

1998-1999

Software Engineer, WPI Inc.

Designed and implemented custom electronic performance support systems (EPSS) for FDIC, NSA and other clients. Conducted formal interface usability testing as a key part of the human factors software development methodology.

 

1996-1997

Research Assistant, Human-Computer Interaction Laboratory

Developed video and image-browsing tools and user interfaces for the Library of Congress project. Independently designed and implemented automatic HTML generating tools.

 

1995-1996

Graphic Designer, PrimaNET Communications Inc.

Designed and created 2D and 3D artwork. Produced logos, brochures, and web interfaces for PrimaNET and its clients.

 

SKILLS

 

Programming Languages

Lua, UnrealScript, JavaScript, Perl, HTML, C++.

Tools

Maya, Havok, 3ds max, UnrealEd, Photoshop, Illustrator.

Operating Systems

Windows, UNIX, MacOS.

 

EDUCATION

 

University Of Maryland at College Park, 1994-1998
B.S. Computer Science with a concentration in Mathematics.

 

AWARDS

 

Academic Honors and Dean's List, Computer Science: Spring 1997, Fall 1997.
Self-published Spectrum Fanzine, nominated for "Best Gaming Fanzine of 1993" in Electronic Games Magazine.

 

PUBLICATIONS AND MEDIA

 

Host, Chatterbox Video Game Radio, KFNX 1100 AM Phoenix, 2006 - Present.

 

Guest Appearances on WKRK 97.1 FM Detroit and G4 TV network, 2003.

 

Shirinian, A. (2005) So You Want To Work In the Game Industry. Game Informer, May 2005

 

Shirinian, A. (2004) Difficult Questions About Videogames. Editors Newman, J. and Simons, I.

 

Shirinian, A. and Dickelman, E. J. (2002) Applying Video Game Interaction Design to Business Performance, Round 2. Performance Improvement Journal, Volume 41 No. 10

 

Shirinian, A. (2001) It's All Part of the Game: Connecting Video Game Interaction Design and Business Performance. Performance Improvement Journal, Volume 40 No. 7