ShamylZakariya

Is a developer and ex-graphic designer
living in Seattle, Wa

Skills

  • C, C++, Swift, Rust, Objective-C, OpenGL/GLSL, Python, Java (for Android and server), Javascript (client and server), HTML, CSS/SASS
  • Photoshop, Illustrator, Sketch.app, Pen/Paper
  • Web design, interactive web client-side programming, UI/UX design, & some experience with print, because print is neat
  • Native application development for Mac OSX, iOS, & Android. Back in the day: some Win32, GTK, KDE and BeOS native app development.

Interests

  • Real-time graphics programming
  • User interface design, prototyping & programming, user experience design
  • Illustration, architectural rendering, industrial design
  • Bicycling
  • Woodworking

Professional Experience

  • 2022+:Video Apps Engineer, Apple
  • 2020-2022:Graphics Engineer, Streem LLC At Streem I have been responsible for optimizing and extending the iOS graphics pipelines for Streem's AR applications. I have developed custom rendering paths, optimized existing ones, and worked to develop custom user experiences through AR to help customers best utilize the platform.
    • Prototyping several different strategies to optimize scanning a user’s space both in terms of speed, quality, and enjoyment
    • Implementing graphics pipelines for the above (mostly via ARKit, but a fair amount of custom metal pipeline and shader code)
    • Optimizing the graphics pipeline for both performance and quality of appearance
    • Testing these prototyped experiences with users, and developing a final polished experience which is currently shipping in the Lowe’s app.
    • This work won an AWE "auggie" award for Best Consumer App, see also the accompanying promo video
  • 2019-2020:Software Engineer, Bluehawk LLC, contracted to Google In my work for Google (through Bluehawk) I was responsible for building a tool for identifying the nuances and corner cases of Android performance, to aid in making Android a better platform for games. In this role was responsible for designing and building the testing framework, data reporting/analysis, and a suite of tests which exercise OpenGL, multi-threading strategies, and other performance-oriented tests relevant to game engine designers.
  • 2016-2019:Software Engineer, Rapid Prototyping at Vulcan, Inc At Vulcan I was responsible for prototyping Paul Allen’s vision with a goal towards productization and IP generation. My work at Vulcan focused on AR/VR experiences, but dabbled in other directions at times:
    • Augmented reality in-stadium fan experience for the Seahawks for AR glasses and phones built in Python/numpy, Unity and native C++
    • Hololens-based security glasses experience (ML backend) to aid personnel in recognizing persons of interest on a property, built in C#, C++ and Unity
    • Developer simulator for Vulcan’s Holodome, built in C# for Unity
    • Input calibration for Vulcan’s Holodome installations, built in C# for Unity
    • Multi-camera synthesis for simulating “body presence” in virtual reality with a network layer built in C++, and user experience in C# for Unity
    • Android-based data collection/distribution system for health workers in developing nations to monitor trends to detect possible outbreaks
    • Indoor location tracking for venues to improve customer experience while preserving user privacy built in Swift on iOS
  • 1999-2016:Art Director & Client-side/Interaction programmer, mobile application developer, APCO Worldwide.Designer and implementer of client side user experience for websites, mobile apps, and so on.
    • Fully responsive web application front ends written in HTML, SASS/CSS, and Javascript
    • Native mobile applications for iOS and Android, written in Objective-C, Swift, and Java>
    • Designed user experiences in Sketch, Photoshop, and Illustrator
    • Prototyped user experiences using web technologies (HTML, SASS/CSS, Javascript)
  • 2013-2015:UX Designer, UI Designer, Full-Stack Developer for ConsultPro (startup) I was responsible for the UX design, UI design and implementation of an iPad app for Hair Salons. I was also responsible for designing and implementing the network sync prototcol that enabled all signed-in devices to see and work with up-to-date data.
  • 1997-1999:Graphic designer, UI designer, & UI programmer, University of Virginia, Darden School of Business.Responsible for designing and building educational tools in Macromedia Flash & Director.
  • 1996:3D Modeler, Texture Mapper, University of Virginia VR Lab under Randy PauschResponsible for modeling and texture mapping materials for VR simulation.
  • 1995-1999:Bachelor's in art, printmaking (intaglio,lithography) & painting at the University of Virginia.

Personal Work

In my free time, I write silly experiments in Rust, C++/OpenGL, and so on.