Omar Aziz

Omar Aziz

ALWAYS

SHIPPING

GAMES

Principal Engineer | Game Director | Technical Director

23 year game development veteran with end to end experience shipping products. I excel at getting teams to the finish line and can help your team no matter what stage or state your product is in. I can be deployed as a difference making individual contributor or I can lead a feature, department, or project. I have extensive experience with Unreal Engine, proprietary AAA engines, and can adapt to any code base. I'm never afraid to get my hands dirty and never afraid to make the call. I provide a rare blend of engineer, producer, and designer ready to level up those around me while always eager to continue learning from the new people I encounter in the industry.

Experience

2024 - Present

Associate Principal Engineer @ Treyarch

I'm baaaccckk! I returned to Treyarch in 2024 as an Associate Principal Engineer and shipped Black Ops 6 within my first few months of picking up a proprietary engine after a decade-plus in Unreal. Since then I've shipped Black Ops 7, where I created the wingsuit (one of the game's most well-received features) and built a suite of new movement abilities. I own vehicle systems for Treyarch and serve as one of the vehicle sub-domain leads for the Call of Duty franchise. I'm currently the primary developer for vehicles in Call of Duty: Warzone. I also co-designed and led engineering on the Hot Pursuit limited-time mode, taking it from prototype through launch and live support.

2019 - 2024

Game & Technical Director @ Counterplay Games

From console expert to Game Director! I joined Counterplay Games as a console development expert to help ship Godfall as a PS5 launch title, and quickly proved I could contribute in a lot of other ways. After launch I was promoted to Technical Director and steered the game through 10+ releases, culminating in the Ultimate Edition — which scored 10 Metacritic points higher than the original. From there I stepped up to Game Director on the studio's next original title, Armatus, a third-person roguelite shooter shipping Winter 2026.

2018 - 2019

Technical Director & Lead Programmer @ nmcstudios

The side project that got real! At nmcstudios I was the Technical Director and Lead Programmer for a Vehicle Combat based Battle Royale game, notmycar. It was started as a side project and eventually shipped as a fully functional online multiplayer game that supported matchmaking, dedicated servers, bots, and up to 32 players.

2017 - 2019

Technical Director @ WEVR

Hollywood VR Development! At WEVR I had the opportunity to work with Jon Favreu, a Hollywood titan, on his personal VR project. Our core team at THREEONEZERO was absorbed by WEVR, a boutique VR company. Together we created Gnomes and Goblins, a narrative focused interactive experience.

2013 - 2017

Technical Director & Co-Founder @ THREEONEZERO

My first company! I built a team of some of the best developers I had worked with over the years, and we shipped a AA game on a $3m budget that was released simultaneously on PS4 and Oculus VR as a launch title. ADR1FT set the bar for experience and visual fidelity in launch era of Oculus VR.

2010 - 2013

Senior Software Engineer @ Treyarch

Working on huge hits! I was a part of the team that delivered two Call of Duty games that went on to sell more than 20m units each. During my initial time at Treyarch, I had the opportunity to leave my comfort zone and work in new areas of game development. I was able to mentor young developers and gain insight into production on large scale titles.

2008 - 2010

Senior Software Engineer @ Luxoflux

A journey back to smaller teams! At Luxoflux I was the primary developer on the driving and flying mechanics for a licensed IP title, Transformers: Revenge of the Fallen. My math and physics skills took a huge leap and I moved into a senior individual contributor role. Unfortunately for all, Luxoflux was closed in 2010.

2004 - 2008

Software Engineer @ Electronic Arts

My first big studio! I started at EALA the day they opened their new campus. It was here that I became an expert at making shooter games while working on several Medal of Honor products. I built relationships with developers from all disciplines that I still have to this day.

2002 - 2004

Software Engineer @ Terminal Reality

My first job in the industry! I worked as a generalist doing everything from implementing rendering features, building tools, and implementing gameplay features. I had a rare opportunity to learn how games were shipped as a young developer.

GAMES

Skills

Traits

Shipper

23 years and over 17 shipped titles, including two that sold 20M+ units each. I get teams to the finish line!

Any Engine

A decade-plus in Unreal, then productive in a proprietary AAA engine within weeks. Drop me in any codebase!

Vehicles

A 17-year history from racers to Warzone. A vehicle domain lead for the COD Franchise. Any vehicle any game!

IC or Director

A difference-making individual contributor, or the lead of a feature, team, or project. You pick the altitude!

Feel & Tuning

The difference between a game that works and one that feels great. Movement, vehicles, weapons and all things in between!

Studio Founder

Co-founded THREEONEZERO and shipped an Oculus launch title on a $3M budget. I’ve been there and I’ve taken the leap!

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