Stephen Kiazyk ~ CV
Summary of Qualifications
- Knowledge and expertise in a wide range of domains, gameplay and simulation, visual effects, 2D and 3D graphics, geometric algorithms, and web programming
- Experience with C++, C#, and Python (among many other languages), in Windows, Linux, Mac, and embedded system development environments.
- Extensive knowledge and experience with Unreal, Unity and Godot game engines.
- Well-versed in both theoretical and practical elements of Computer Science and Software Engineering.
Education
Master of Mathematics
- David R. Cheriton School of Computer Science
- University of Waterloo, Waterloo, ON
- September 2012 - October 2014
- Studied Computational Geometry with supervisor Anna Lubiw
- Thesis: The Star Unfolding from a Geodesic Curve
- Projects:
- Predicting cardiac episodes in ICU patients using Machine Learning
- Wires: a spline-based mesh deformation technique
- Space-efficient 2D point-location data structures
Bachelor of Computer Science
- Department of Computer Science, Honours / Co-op
- University of Manitoba, Winnipeg, MB
- September 2007 - December 2011
- Specialization in Computer Systems
Work Experience
Principal Gameplay Programmer and Manager BraceYourselfGames
Apr 2025 - Present (Remote)
- Implementing major gameplay systems for a yet-unannounced game.
- Responsible for major technology decisions on the project, providing prioritization and estimates for task backlog, and providing management, mentorship, and delegation of tasks for the other developers on the team.
- Acting as a manager and career mentor for more junior programmers at BYG
Lead Gameplay Programmer Brace Yourself Games
Feb 2022 - Apr 2025 (Remote as of Jan 2024)
- Implemented a range of gameplay systems for a yet-unannounced game, including multiplayer networking, physics, game economy, players/vehicle movement, and procedural level generation
- Responsible for major technology decisions on the project, providing prioritization and estimates for task backlog, and providing management, mentorship, and delegation of tasks for the other developers on the team.
- Continued work on prototypes and gameplay experiment projects.
Gameplay Programmer Brace Yourself Games
Feb 2018 - Jan 2022
- Implemented core gameplay features, visual systems, and support tools for the award-winning title Cadence of Hyrule
- Worked on a variety of prototypes and gameplay experiments to help determine future company projects
- Provided programming support, tools, and bug fixes for other studio titles (Industries of Titan and Phantom Brigade)
Daydream Software Engineer Google Inc.
May 2016 - Jan 2018
- Implemented tools and built physical motion rigs for testing motion-to-display latency and other display metrics to ensure VR devices met minimum requirements to avoid user simulation sickness
- Retrofitted the Android rendering system (SurfaceFlinger) to allow users easy access to standard 2D Android applications while in VR
- Developed internal applications for experimentation and benchmarking graphics performance on the Google Daydream platform.
2D/3D Software Developer Thinkbox Software
November 2014 - April 2016
- Developed mesh processing algorithms and user-interface tools for polygon reduction, texture parameterization, projective texturing and degeneracy removal.
- Initiated projects for internal library development, automated test suites, and refactors of existing code to improve codebase quality and reliability
- Providing code reviews and design advice for University of Manitoba co-op students.
Website Application Programmer GamesDoneQuick LLC
August 2013 - July 2017
- Co-developed a Django-based website for receiving and tracking donations, and drawing prizes during Games Done Quick and other gaming charity events.
- Assisted charity event organizers with pre-event system deployment, maintenance, and live SRE support during events.
- Helped raise millions dollars for the Prevent Cancer Foundation, Doctors Without Borders, and several other charities.
Software Development Intern Geometry Factory
Google Summer of Code Internship for CGAL
May 2014 - August 2014
- Developed a C++ implementation of Xin and Wang’s Shortest Paths on a Polyhedral Surface algorithm as a package for the CGAL library.
- Authored the technical manual, API documentation, and examples for this package.
- Implemented a Qt/OpenGL demo plugin to demonstrate the package’s utility.
Teaching Assistant David R. Cheriton School of Computer Science
September 2012 - April 2014
- Held one-on-one office hours and responded to email and forum posts to help students understand course material and succeed.
- Marked assignments and provided students with feedback regarding common errors and areas for improvement.
- Wrote automatic marking scripts and sample solutions for programming questions.
2D/3D Software Developer Thinkbox Software
May 2012 - August 2012
- Developed the Krakatoa MY renderer plugin for Autodesk Maya, expanding the market for Thinkbox products.
- Initiated development of internal C++ and Python libraries to facilitate development of future Maya plugins.
- Provided maintenance and bugfix support for Krakatoa MX and Krakatoa SR.
Software Developer Co-op Niche Technology
May 2011 - August 2011
- Developed front-end search and visualization for the Niche mobile application, used by frontline police officers to save time and administrative work.
- Created custom GUI controls to optimize record entry and management tasks for users.
- Upgraded legacy code from existing an Powerbuilder implementation to C#.
EATech Software Engineer Co-op Electronic Arts Canada
Sept. 2010 - Dec. 2010
- Implemented features and fixed bugs in response to developer reports on Core EA technologies running on multiple game platforms.
- Ported core EA libraries related to filesystem, multithreading, audio and others to the then-upcoming PS Vita console.
- Undertook pushing automated library tests of many core packages onto a continuous integration server.
2D/3D Software Developer Co-op Prime Focus North America
Jan.2010 - Apr. 2010
- Developed a pseudo-compiler plug-in to allow artists to write operations on point and particle data sets using a visual node-based scripting system.
- Researched and prototyped a method for semi-automated rotoscoping of video sequences, and presented the findings to the company R\&D department.
Publications
Star Unfolding from a Geodesic Curve, (2015)
Stephen Kiazyk and Anna Lubiw. 31st International Symposium on Computational Geometry, TU Eindhoven, the Netherlands, June 22-25, 2015.
Turning Orthogonally Convex Polyhedra into Orthoballs, (2014)
Fidel Barrera-Cruz, Therese Biedl, Martin Derka, Stephen Kiazyk, Anna Lubiw and Hamideh Vosoughpour. 26th Canadian Conference on Computational Geometry, Halifax, Nova Scotia, Canada, 2014.
Minimum Length Embedding of Planar Graphs at Fixed Vertex Locations, (2013)
Timothy Chan, Hella-Franziska Hoffmann, Stephen Kiazyk, and Anna Lubiw. In Graph Drawing, volume 8242 of Lecture Notes in Computer Science, pages 376-387, editors Stephen Wismath and Alexander Wolff. Springer International Publishing, 2013.
Volunteering and Community Work
PyBeach Conference Chair https://pybeach.org
Feb 2025 - Present
PyBeach is a general, volunteer-run Python conference located in the Los Angeles area.
SoCal Python Lead Organizer https://socalpython.org
Nov 2025 - Present
SoCal Python is a Los Angeles area Python enthusiast group.
Sawtelle Neighborhood Council, Planning and Land Use Committee https://www.westlasawtelle.org/
Oct 2024 - Sep 2026
I served two years on the Sawtelle PLUM comittee, reviewing developer applications and engaging with residents on issues concerning the built environment in the Sawtelle neighborhood.