DAMOUN SHABESTARI
www.damounshabsdesign.com | 310-218-9289 | damounshabs@gmail.com
CREATIVE / GAME DESIGN / DIRECTOR
Game Director and Cofounder with 15+ years of AAA game development experience, leading multi-disciplinary teams across design, production, QA, and live operations. Expert in single-player and multiplayer level design, gameplay scripting, cinematic encounters, and original IP creation. Proven track record of delivering high-quality projects on time and on budget, while fostering creative vision, team growth, and player engagement. Experienced in live-service management, strategic decision-making, and representing studios at global events and industry showcases.
PROFESSIONAL EXPERIENCE
Raven Software – Lead Game Designer | 2022 – Present
Shipped Titles: Black Ops 6, Black Ops 7
Lead mission teams across multiple campaign levels, managing design, scripting, geo-building, and environment layout to deliver cohesive and engaging gameplay experiences.
Collaborate closely with narrative, art, and audio teams to ensure story, visuals, and sound design supporting gameplay goals.
Create and refine level design documentation, prototypes, and technical specifications to guide development and communicate vision.
Implement and optimize gameplay mechanics using internal tools and GSC/C++ scripting, ensuring consistency and polish across missions.
Mentor and provide guidance to junior designers, fostering skill development and maintaining high design standards.
Conduct playtests, analyze player feedback, and iterate on designs to improve pacing, difficulty, and overall player engagement.
Participate in cross-functional build reviews and QA sessions, identifying and resolving design and technical issues efficiently.
Coordinate with production to ensure milestones, deadlines, and deliverables are met while maintaining quality and creative integrity.
First Contact Entertainment, Santa Monica, CA – Cofounder & Studio Game Director | 2016 – 2022
Shipped Titles: Solaris OffWorld Combat, Firewall Zero Hour, ROM: Extraction
Cofounded an independent VR-focused game studio, helping establish company vision, culture, and core development processes.
Directed studio-wide vision, product strategy, and design across multiple projects, ensuring alignment with player experience goals and studio objectives.
Authored and maintained comprehensive vision documents, design specifications, and product goals to guide cross-functional teams.
Managed internal and external teams, driving on-time delivery, budget adherence, and milestone achievement.
Championed game enhancements and innovative feature implementations to optimize gameplay, engagement, and monetization.
Oversaw live-service operations, using analytics and player feedback to inform content updates and maintain player retention.
Built a collaborative and creative studio culture, mentoring team members and fostering problem-solving skills.
Represented the studio externally through media interviews (IGN, Giant Bomb, UploadVR), official blog updates, and presentations at GDC, Gamescom, PAX, E3, and Sony events.
Delivered keynote talks and presentations, including a Sony GDC keynote on VR content development.
Starbreeze Studios, Beverly Hills, CA – Consultant / Lead Scripter | 2015 – 2016
Shipped Titles: John Wick Chronicles, PayDay 2: Aftershock
Developed and pitched concepts, design proposals, and full project visions to studio leads and stakeholders.
Traveled between Sweden and Los Angeles offices to ensure alignment of multi-location teams.
Consulted with external studios including Skybound, Lionsgate, WeVR, Behaviour Interactive, Big Red Button, and Grab Studios, ensuring consistent vision and quality standards.
Provided hands-on scripting, prototyping, and content creation support for project development.
Treyarch, Santa Monica, CA – Game Designer / Mission & Gameplay Scripter | 2007 – 2015
Shipped Titles: Call of Duty series (Black Ops 1–3, Modern Warfare 3, World at War)
Designed and scripted missions, gameplay systems, and cinematic encounters, contributing to the core player experience.
Led cross-functional collaboration with engineers, animators, artists, sound designers, and production staff to execute the vision.
Developed prototypes and live demos for media events including E3, PAX, and third-party keynotes.
Implemented GSC/C++ scripts for gameplay systems and mission logic, solving technical and design challenges.
Conducted iterative playtesting and feedback integration to refine gameplay pacing, balance, and player engagement.
Owned missions from concept through shipping, ensuring high-quality delivery aligned with overall project direction.
Treyarch, Santa Monica, CA – QA Lead / QA Tester | 2006 – 2007
Shipped Titles: Call of Duty 3, Spider-Man 3
Supervised QA processes and documentation, including test plans, reports, bug triages, and release certification.
Collaborated with design and production teams to maintain high product quality throughout development.
Led cross-functional testing efforts for online and offline components, ensuring comprehensive coverage and issue resolution.
THQ Inc, Agoura Hills, CA – QA Tester | 2005 – 2006
Shipped Titles: Spielberg’s Monster House, Sprint Cars: Road to Knoxville, Disney Pixar’s Cars
Executed manual and automated test cases, analyzed results, and reported defects to QA engineers.
Reviewed system specifications and collaborated with team members to optimize testing strategies.
ADDITIONAL EXPERIENCE
Motion Capture Direction & Acting, Voice Overs (IMDb: http://www.imdb.com/name/nm4220012)
EDUCATION
El Camino College, Torrance, CA | 2004 – 2006
Redondo Union High School, Redondo Beach, CA | 1999 – 2003