A self-driven individual who is able to easily fit in to a wide range of work environments and cultures. Well-articulated communicator and effective planner, with strong problem-solving skills and a highly organized, analytic approach. My long term goals are to create games that tell incredible stories with amazing characters in which players feel they are part of a massive universe far greater than themselves, yet have the ability to impact it in enormous ways.

Ziyad Barakat

A self-driven individual who is able to easily fit in to a wide range of work environments and cultures. Well-articulated communicator and effective planner, with strong problem-solving skills and a highly organized, analytic approach. My long term goals are to create games that tell incredible stories with amazing characters in which players feel they are part of a massive universe far greater than themselves, yet have the ability to impact it in enormous ways.

Available to hire

A self-driven individual who is able to easily fit in to a wide range of work environments and cultures. Well-articulated communicator and effective planner, with strong problem-solving skills and a highly organized, analytic approach.
My long term goals are to create games that tell incredible stories with amazing characters in which players feel they are part of a massive universe far greater than themselves, yet have the ability to impact it in enormous ways.

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Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
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Work Experience

Graphics/AI/Gameplay Programmer at 3DRealms
November 1, 2022 - December 1, 2023
Worked on Phantom Fury: designed and implemented enemy behaviors using Behavior Trees; created custom EQS generators; added SMAA and CAS to UE4 and combined them to form a TSMAA solution; performed bug fixes, performance improvements and polishing.
Porting Programmer at Slipgate-Ironworks
March 1, 2022 - October 1, 2022
Ported Remnant: From the Ashes to Nintendo Switch; conducted bug fixes and performance optimizations.
Graphics Programmer at Slipgate-Ironworks
February 1, 2021 - March 1, 2022
Worked on porting an existing AAA game to PlayStation 5; enhanced Temporal Anti-Aliasing, implemented a custom Temporal Upsampling solution and performed various bug fixes.
Game Programmer at Next-Gen Dreams
February 1, 2020 - April 1, 2020
Worked on an unreleased Unreal Engine 4 title; developed various weather effects for a tactical survival game.
Game Programmer at Impact Wall
July 25, 2016 - January 1, 2018
Created custom driver software and demo game projects in Unity 3D for Impact Wall's proprietary laser wall technology.
Graphics/AI/Game Programmer at 3D Realms
November 1, 2022 - December 1, 2023
Helped design and implement behaviours for multiple enemies using Behavior Trees and created custom EQS generators. Added SMAA and CAS to UE4 and combined both to create a custom TSMAA solution. Implemented a series of bug fixes, performance improvements and polish.
Portfolio Programmer at Slipgate Ironworks
March 1, 2022 - October 1, 2022
Porting Remnant: From the Ashes to the Nintendo Switch. Various bug fixes and performance optimizations.
Graphics Programmer at Slipgate Ironworks
February 1, 2021 - March 1, 2022
Porting existing AAA game to PlayStation 5. Added improvements to existing Temporal Anti-Aliasing solution in proprietary engine. Implemented a custom Temporal Upsampling solution. Various bug fixes.
API Programmer (Volunteer) at Open Source / Self-Directed Projects
January 1, 2014 - Present
Created a series of cross-platform C++ libraries for various open-source projects.
Tools and Games Programmer at UAA Software
January 1, 2014 - Present
Created a Windows-based tool used to decompile and display SPIR-V binaries, and volunteered to work on a shoot-em-up game in Unreal Engine 4.

Education

Advanced diploma of professional games development (programming) at Academy of Interactive Entertainment, Sydney
January 11, 2030 - January 1, 2013
Vocational graduate diploma of Management at Academy of Interactive Entertainment, Sydney
January 11, 2030 - January 1, 2014
Bachelor of Games and Virtual Worlds (Programming) at Canberra Institute of Technology, Online
January 11, 2030 - January 1, 2021
Advanced Diploma of Professional Game Development (Programming) at Academy of Interactive Entertainment, Sydney
January 11, 2030 - January 1, 2013
Vocational Graduate Diploma of Management at Academy of Interactive Entertainment, Sydney
January 11, 2030 - January 1, 2014
Bachelor of Games and Virtual Worlds (Programming) at Canberra Institute of Technology, Online
January 11, 2030 - January 1, 2021

Qualifications

Advanced diploma of professional games development (programming)
January 11, 2030 - January 1, 2013
Vocational graduate diploma of Management
January 11, 2030 - January 1, 2014
Bachelor of Games and Virtual Worlds (Programming)
January 11, 2030 - January 1, 2021

Industry Experience

Gaming, Software & Internet, Media & Entertainment