I have significant experience with complex, large-scale web services, as an individual contributor, an architect, and as a team lead. I like hard problems and wearing many hats, and am comfortable with the fast pace of growing startups.
I work on Slack's developer platform.
Chain developed a database for cryptographically-secured distributed ledgers. I led a team that maintained the product surface area, including APIs, client libraries, tools, and prototype apps for the platform.
I acted as both product manager and engineering manager for my team, and was responsible for product releases, roadmaps, tech specs for projects of all scopes, engineering process and standards, day-to-day project management, and recruiting. My primary job was to make my teammates more effective, but I did a fair amount of direct implementation work (see my public commits). I also wrote lots of documentation and provide technical consultation for customer teams.
I led IFTTT's server-side engineering projects for the better part of two years.
I oversaw the scaling and maintenance of a complex monolithic Rails app, alongside numerous ancillary services, to support millions of users and hundreds of API integrations. I was also the lead architect for IFTTT’s developer platform.
I worked primarily with Ruby on Rails, Node.js, MySQL, Postgres, Redis, Memcached, Chef, Linux, and a wide variety of AWS services.
I was the first full-time hire for a startup team that built Maybe, a social bookmarking app, and Everwise, a web service that helps professionals find quality mentorship. I was responsible for many backend systems, including mobile APIs, bookmarking, search, social graph, news feed, and 3rd-party API integration.
I was a systems and gameplay programmer on several mainstream platforms, including Game Boy Advance, Nintendo DS, PS3, and Xbox360. I made many contributions to core technology, including fast memory allocators, metrics, level design tools, and a C++ gameplay framework used for most of WayForward’s DS catalog. I also did gameplay for numerous titles, including the acclaimed Contra 4 (DS) and BloodRayne: Betrayal (PS3/Xbox360).
I was the primary interface programmer for Sports Champions (PS3), the flagship title for Sony’s Move motion controller. I solved some tricky UI problems, such as controller calibration and pairing. Some of my recommendations even made it into Sony’s official technical requirements. I also did a ton of menus and configuration flows.
See more at github.com/jeffomatic.