HI-SCORE
20+ YRS
CREDITS
GOW · ECHO · ORDER
▼ INSERT COIN ▼

SHAHEED KHAN

GAMEPLAY DESIGN / CONCEPT ART / COMBAT SYSTEMS

An avid arcade & console game collector specializing in fighting games and movement. Veteran of Atari, Activision, Sony Santa Monica, RAD, Sanzaru & more. 20+ years designing moments players never forget.

RESUME

SHAHEED KHAN
Gameplay Design / Concept Art

An avid arcade & console game collector, I specialize in fighting games and movement. Working closely with directors across disciplines, I push teams to drive ideas passionately within their fields. I fight for refinement of content, player experience, and overall game feel.

◈ SKILLS
  • Adobe Suite
  • Clip Studio
  • Miro / Figma
  • Unreal Engine
  • Unity
  • Maya
2024

2026
SANZARU GAMES
Unannounced VR Project
Senior Designer / Level Designer
  • Level design & combat encounters
  • Tutorial & boss encounter layout
  • Moment-to-moment design for missions, progression, mechanics
  • Developed player experience alongside Narrative
2021

2024
FREE RANGE GAMES
Unannounced Project
Combat Design Lead
  • Led combat team from pitch to full production — tone & feel
  • Delivered client presentations
  • Designed hero & enemy classes, movement & gameplay balance
2018

2021
SONY SANTA MONICA
God of War: Ragnarök
Visual Development
  • Combat design & systems support
  • Hero combat / weapon design
  • Enemy / boss encounters
  • In-game cinematic storyboarding
  • FX concept art / UI support & internal design tools
2015

2018
ECHO VR / RAD
Lone Echo · Echo Arena · Echo Combat
Senior Systems Designer / UI·UX
  • Core design concepts & VR prototyping — puzzle & set piece design
  • Game intro through station interior, character & item interacts, game flow
  • UI/UX — HUD, mechanics & hologram-based interactions
  • Multiplayer systems — social layers, HUD, game flow, core feedback
2012

2015
SONY / READY AT DAWN
The Order: 1886
Combat Systems / Game Design / UI·UX
  • Core design concepts & prototyping — movement, weapon design, level spaces, multiplayer
  • In-game CIN storyboards & mini-game design
  • UI/UX — language, tone & internal engine-tools
2010
SONY SANTA MONICA
God of War: Ghost of Sparta
Combat Design / VFX
  • Combat & motion design — weapon & boss design, in-game CS combat
  • Character VFX & implementation
  • Level design — final level & boss arena, various sections
  • Additional concept art

Additional credits:

Spider-Man: Web of Shadows · Shrek 3rd / SuperSlam · Jet Li: Rise to Honor · Sonic Adventure 2 · Phantasy Star Online

2008
ACTIVISION
Spider-Man: Web of Shadows
Additional Development
  • Additional development contribution
2007
SHABA GAMES / ACTIVISION
Shrek the Third / Shrek SuperSlam
Additional Development
  • Additional development contribution
2004
SONY COMPUTER ENTERTAINMENT
Jet Li: Rise to Honor
Additional Development
  • Additional development contribution
2001
SONIC TEAM / SEGA
Sonic Adventure 2
Additional Development
  • Additional development contribution
2000
SONIC TEAM / SEGA
Phantasy Star Online
Additional Development
  • Additional development contribution

PORTFOLIO

GAME
▶ VIEW
GOD OF WAR: RAGNARÖK
Sony Santa Monica · 2022

Combat design, visual development, weapon systems, boss encounters & cinematic storyboarding.

VR
▶ VIEW
LONE ECHO SERIES
RAD · 2015–2018

Senior Systems Designer & UI/UX for Lone Echo, Echo Arena & Echo Combat. VR prototyping, hologram interactions, multiplayer HUD.

GAME
▶ VIEW
THE ORDER: 1886
Ready at Dawn · 2012–2015

Combat systems, movement prototyping, weapon design, UI/UX, storyboards, and internal engine tooling.

GAME
▶ VIEW
GOW: GHOST OF SPARTA
Sony Santa Monica · 2010

Combat & motion design, weapon/boss design, character VFX, final level & boss arena layout, concept art.

VR
▶ VIEW
UNANNOUNCED VR PROJECT
Sanzaru Games · 2024–2026

Senior Designer & Level Designer — boss encounters, tutorials, progression systems, moment-to-moment mission design.

ART
▶ VIEW
CONCEPT ART
Various Studios

FX concepts, storyboards, character concepts, boss designs, and UI illustrations across multiple AAA titles.

DOC
▶ VIEW
DESIGN DOCUMENTS
Game Design · Systems

GDD excerpts, combat system breakdowns, UI/UX flows, and player experience documentation from across the career.

CONTACT

◈ AVAILABILITY

Open to senior gameplay design, combat systems, and creative direction roles. Also available for contract, consulting, and indie collaborations.