Raz Mardirossian

Senior Gameplay Engineer, Netflix R&D Tech Lab

Los Angeles, California, United States

About

As a Senior Gameplay Engineer at Netflix, I am part of a development team that works on creating new and innovative products for millions of players worldwide. I enjoy the technically challenging and rewarding work environment, where I use my development skills to design, implement, and optimize gameplay features and systems. I have a Bachelor of Science in Computer Science from DigiPen Institute of Technology, where I learned the fundamentals of game development and gained hands-on experience in various projects. I also have a BBA from York University, where I developed my business acumen and analytical skills. I am passionate about creating immersive and engaging experiences for players, and I am always eager to learn new technologies and best practices in the game industry.

Experience

  • Senior Gameplay Engineer, R&D Tech Lab at Netflix
    Jul 2024 - Present · 2 yrs

    • Built experimental gameplay systems and engine architectures enabling rapid prototyping of interactive worlds and behaviors. • Designed tooling and reusable systems for data-driven content generations and visualization. • Created the early prototype for a Pictionary style game including the drawing controller that interfaced with a TV side application to send real time data to reproduce the images on screen. • Created a reusable paging system that allowed us to send custom data payloads from Unity to our phone controller interface to dynamically build out UI screens that were fully customizable thereby reducing iterative timelines. • Built a 3D racing game prototype in Unreal Engine, added support for spline-based movement on rails and tooling for designers to easily construct data driven dynamic environments via kit bashing.

  • Riot Games (Full-time · 3 yrs 2 mos)
    • Senior Software Engineer - R&D
      Jul 2023 - Jul 2024 · 1 yr 1 mo

      • Iterated on new features to support the design and development of new IP using Unreal Engine 5. • Refactoring/Rebuilding existing systems with sustainability in mind. • Improving core UI systems and mentoring fellow engineers and designers on best practices.

    • Senior Gameplay Engineer - League Team
      Jun 2021 - Jul 2023 · 2 yrs 2 mos

      • Developed the UI flow for an improved champion selection and loadout selection feature in LoL. • Built a data-driven system to support rulesets for queues to govern the flow of champion selection. • Built a debugger to simulate client-side requests for champion selection to test server validation. • Created the ability to animated mini-map icons via a behavior system. • Created input buffering tech that allows design to define input-chain events for characters in data. • Shipped Champions: Aurelion Sol Rework, Hwei

  • Lead UI Engineer at Infinity Ward
    Dec 2020 - Jun 2021 · 7 mos

    • Mentored fellow engineers and provided guidance and aid in every aspect of development. • Responsible for building and extending existing UI systems to support the studio and big ticket feature requests in the pipeline. • Collaborated with interdisciplinary teams to evaluate existing technology and determine plan of actions around feature requests.

  • UI Developer at Insomniac Games
    Sep 2020 - Dec 2020 · 4 mos

    • Debugged and improved existing UI systems. • Created a tutorial management system to support player onboarding. • Worked on the in-game weapon vendor UI. • Worked with multidisciplinary teams to prototype new UI features for Ratchet and Clank: Rift Apart.

  • Infinity Ward (Full-time · 2 yrs 5 mos)
    • Engineer
      May 2020 - Sep 2020 · 5 mos

      • Implemented the frontend client character/operator selection. • Created screens and logic for operator customization and loadouts. • Implemented the multiplayer in game compass that supported stretching for FOV, Enemy markers, Objective markers. • Created a Data-Driven system to control in world nameplate visuals based on distance parameters and object association. • Created the Heartbeat sensor detection logic with data-driven parameters to control frequency of pings and detection ranges. • Implemented a Splash Messaging system that allowed widgets to register themselves to a splash manager to control placement on screen and support unique visuals/animations. • Built a data-driven system to control in world nameplate visuals based on distance parameters and object association (required to ship big map modes, 50+ players) • Refactored and maintained existing UI systems and tools to improve workflow and support production • Responsible for implementing core UI systems to help support designers and artists

    • Associate Engineer
      May 2018 - May 2020 · 2 yrs 1 mo