Christopher Barakian
11135 Hesby St. Apt #210 ● North Hollywood, CA, 91601 ● ● (909)-435-8186


  • Grow my skills as a Video Game Programmer and work towards a Mid to Senior Level Engineering Position

Work Experience

       Heavy Iron Studios – Programmer 2015 – Present

  • At Heavy Iron Studios I worked as a Programmer on the Disney Infinity 3.0 team. I also worked as a Programmer
    on an unannounced Unreal Engine 4 Project
  • For Disney Infinity 3.0 I worked on the Android and iOS versions of the game where we focused on porting the new features,
    content, and Characters of the game to those platforms.

       Disney Interactive – Graduate Games Software Engineer Intern June 2014 – June 2015

  • At Disney Interactive I worked on Disney Infinity 2.0 as a part of the games Online Services team
  • I worked on both Java based REST services for the game and on the game client directly in a multi-platform C++ based Game Engine

      Industrial Toys – Engineering Intern Summer 2013

  • Worked in the Unreal Development Kit on the game Midnightstar for the iPad and iPhone
  • Designed a menu system for displaying and navigating through in game items as a swipe-able menu

Art+Science Labs – Developer 2011-2013

  • Developed application and games for the iOS platform
  • Worked on iPhone and iPad applications using Unity 3D, UDK, and Xcode

Shipped Projects:

Disney Infinity 3.0, Programmer  Summer 2015 Fall 2015

  • Platform: Multi Platform Language: Java, C++, Objective C
  • Disney Infinity 3.0 is a MuliPlatform,
    Video Game that lets you play as your favorite Disney, Star Wars, and Marvel
    Characters and create your own custom levels and worlds to play in.
  • I worked predominately on the games multi platform C++ engine. Key areas of the game I worked on were our games
    Network Multiplayer system, Our Daily Challenge Rewards System, and the in Game Disney Radio Toy

       Disney Infinity 2.0, Graduate Game Software Engineer Intern June 2014 – Present

  • Platform: Multi Platform Language:Java, C++, Objective C
  • Disney Infinity 2.0 is a Muli-Platform, Video Game that lets you play as your favorite Disney and Marvel Characters and create your own custom levels and worlds to play in.
  • I worked on a Java based REST service for tacking currently active game sessions across all Platforms.  I also worked directly on the game client for the iOS version and implemented our system for downloading the games assets and content.


M.S Computer Science (Game Development) GPA 3.83 May 2014

University of Southern California

B.S. Computer Science GPA 3.10 December 2011

University of California Los Angeles

Related Coursework:

Algorithms Design Artificial Intelligence Data Structures Software Engineering

Computer Graphics Computer Animation Game Engines Compilers


Applications: Visual Studio, Xcode, Unity 3D, UDK, Unreal Engine 4,  Eclipse, SVN, GIT, Perforce

Languages:  C/C++/C#, Java, Java Script, Python, Lisp, and Visual Basic

Libraries: DirectX, OpenGL, Nvidia PhysX, Nvidia Apex, Qualcomm Vuforia, Vertx IO

Platforms: Windows, Linux, iOS, Android

Academic Project Experience

      Bloom, Lead Networking Engineer Fall 2013 – Spring 2014

  • Platform: PC,iOS,Android Language: Unity C#
  • Bloom is an Action Platforming game built in Unity 3D targeted for the PC, iOS, and Android as a part of the USC Final Games class
  • I worked as the leader of our Networking team as well as implemented our games Dead Reckoning System and Network Management System

      Prime Engine Platformer, Team Member Fall 2013

  • Platform: Xbox 360 & iPad Language: C++
  • Developed a Cooperative cross platform game for the Xbox 360 and iPad in the Prime Engine
  • Implemented various system for our games Box Collision, iPad controls and object picking, Networking events, Xbox player automated camera system.

Project Zombie, Team Lead Spring 2013

  • Platform: iPad Language: Unity C#, C++
  • Developed a Game for the iPad using Unity 3D where you control your squad of survivors in a zombie filled city
  • Implement key interface for our C++ A* path finding implementation into a usable iOS Plugin for Unity

NVIDIA PhysX and Apex Support for the GGE, Team Partner Fall 2012

  • Platform: PC Language: C++
  • Upgraded to the latest version of PhysX and added support for Importing basic Apex Destructible and Cloth Objects
  • Implemented API upgrades for PhysX and main interface for using the Apex Library

Volunteer Work
· Volunteered with the Kings Care Organization
· Helped collect toys and can food for the needy
· Work vender at a charity events
· Honor student at Redlands High School
· Life time CSF member

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