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 serve as tech lead for long-running projects that improve the security, reliability, performance, and flexibility of the Slack developer platform. I also provide mentorship for my fellow engineers, and work to promote better process, tooling, and code quality.
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 example apps.
I acted as both product and engineering manager for my team, and was responsible for roadmaps, tech specs, engineering process, and recruiting. My primary job was to make my teammates more effective, but I did a fair amount of direct implementation (see my public commits). I also wrote lots of documentation and provided 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 user 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.
See more at github.com/jeffomatic.