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

EDUCATION

  • El Camino College, Torrance, CA | 2004 – 2006

  • Redondo Union High School, Redondo Beach, CA | 1999 – 2003