After spending a decade developing games I've moved on to new challenges in other industries. I have a great analytical mind that can tackle tough problems with lots of moving parts. My background in games makes me excellent at motivating user behavior and improving team processes & culture.
Experience
2016 — Now
2016 — Now
New York City Metropolitan Area
LEADING AI-DRIVEN DEVELOPMENT: Adapting a large monolith to AI agentic coding harnesses. Building custom agents and tools to orchestrate parallelized human-in-the-loop workflows. Accelerating delivery by reducing context-switching overhead and lowering barriers to entry for new tasks, while elevating output quality and polish.
DEFINING FRONT-END ARCHITECTURE: Setting long-term strategy for Ember web app and Chrome Extension. Providing roadmap and tooling, enabling the team to hit technical goals alongside standard feature delivery.
OPTIMIZING DEVOPS: Improving Jenkins/Docker/Kubernetes CI/CD pipelines via metrics-based analytics. Reducing overhead and risk associated with deployment. Establishing ergonomic and deterministic automated testing processes.
MENTORING ENGINEERS: Tailoring education toward concrete problems facing individuals and teams. Driving quality throughout the development lifecycle with architecture reviews, pair programming, and code review.
DELIVERING CRITICAL OBJECTIVES: Led rewrite of core data view, achieving feature parity alongside significant performance gains, modernized interface, and architectural runway for future scaling. Executed a zero-downtime migration of the Chrome Extension to Manifest V3.
Principal Software Engineer: 05/2023 - Present
Senior Staff Software Engineer: 11/2020 - 05/2023
Staff Software Engineer: 01/2020 - 11/2020
Senior Software Engineer: 11/2017 - 01/2020
Software Engineer: 11/2016 - 11/2017
2015 — 2016
2015 — 2016
San Francisco Bay Area
Designed, developed, and released Puzzle Fuzz—a puzzle RPG. (Play it at https://www.kongregate.com/games/YAYitsAndrew/puzzle-fuzz)
Puzzle Fuzz was built in ActionScript and utilizes a custom multiplatform codebase that works in browsers via Flash Player and on iOS and Android devices.
Coordinated programming, design, art, music, and landing page tasks for myself and three remote contractors using kanban software.
2013 — 2015
2013 — 2015
Pitched, developed, and released four titles: an endless runner and three puzzle RPGs. All these titles used a custom engine I built on top of Starling to give me better cross platform control and resource management.
Provided custom libraries and technical guidance to 3rd party developers publishing mobile titles with Kongregate. These were usually wrappers for RESTful APIs or help with performance optimization.
Evaluated technologies for potential integration into Kongregate’s feature-rich mobile SDK.
2011 — 2013
2011 — 2013
San Francisco Bay Area
I’ll spare you the designer details and focus on moments where I could effectively leverage my background in programming.
Investigated game concepts for new mobile and social properties. Proving out these concepts occasionally involved me building prototypes with limited resources—either by myself or managing one other programmer.
Led the design and the development team for Treasure Isle’s Genie Lamp expansion, an entirely new story-driven way to play Treasure Isle. This team had one other designer and two other programmers.
Senior Game Designer: 08/2012 - 02/2013
Game Designer: 02/2011 - 08/2012
2009 — 2011
2009 — 2011
San Francisco Bay Area
Built Treasure Isle in 4 months using the FarmVille code base. ActionScript client with PHP backend. Treasure Isle grew to become a top 10 game on Facebook with over 7 million daily users.
Greatly improved the performance and architecture of the ActionScript code base that is shared by many games at Zynga. Optimizations to asset loading reduced load times for highly active users from over a minute to below 15 seconds.
Led small (3 – 7 people) pods of engineers, artists, and designers on new features.
Education
Stevens Institute of Technology
BS
2002 — 2007