Server Projects
J2EE/Java
Online Game Portal Site, with Social Features
Server Team Technical Lead, with 4 engineers. / EA Sports, Tiburon Studios
Implemented an XMPP/Bosh proxy with proprietary protocol extensions. Developed and Integrated XMPP services with Liferay portal. Integrated BOSH and Liferay Portal user sessions. Developed XMPP/MUC bots to automate room management. Developed Asynchronous and Synchronous services. Applied J2EE patterns, Scrum and Agile methodologies. Java/J2EE, Liferay, JBoss, MySql, portlets, Spring MVC, WebFlow, WSDL, JMX, JAXB, JS/AJAX, WebServices.
Real Time Reactive Server Components
Software Engineer / EA Sports, Tiburon Studios
Developed real time server components to calculate game scores and winners in real time, in Java, for an EA online game called EA Sports Game Show. Supported 15,000 concurrent online players, with winners score, points and bonuses awarded every 15 minutes. Applied J2EE patterns; interfaced with existing frameworks. Java/J2EE, JMX, XML, MySql, Spring Framework. Asynchronous Commerce Services Technical Lead with a team of 11 engineers / SCEA Network Platform Group
Designed and led development of commerce services over asynchronous XMPP protocols. These were early prototype commerce services for PlayStation 3. Architected a commerce service capable of handling 10,000 concurrent commerce users with over 100,000 users logged in. Hibernate, JonAS, JBoss, Tomcat, Oracle and Struts.
Project Leader for a high visibility project. Identified tasks, worked with engineers in component design meetings. Checked status periodically with component leads for presentation tier, service tier, data model and integration services. Performed code reviews. Hosted weekly team status meetings, attended design review meetings and communicated with upper management. Applied techniques and concepts from CMM level 3. Used several J2EE patterns at service tier and adapted standard presentation tier patterns for asynchronous nuances. Wrote and reviewed design documents. Relied heavily on UML for communicating designs.
PlayStation X (PSX) Updater Service
Technical Lead with a team of 2-3 engineers / SCEA Network Platform Group
Led development of two generations of the PSX Updater Service used to update the PSX digital video recorder launched in Japan for Christmas of 2003. In production since product launch of PSX December 2003. Designed custom XML Protocol. Implemented a 3-tier architecture. Using Java, J2EE patterns in Presentation and Service tier, Hibernate, JBoss, Tomcat, Oracle and Struts. System included a Struts Framework web-interface for management of the service.
C & C++
Server Development/EA Blaze Framework - ( C, C++ and Embedded Lua)
Software Engineer / EA Sports, Tiburon Studios
Developed online services for Playstation3 and Xbox, for Online EA Sports Titles. Services included: online statistics (Stats) tracking, Leaderboards, Matchmaking, and Game Reporting Service Components as well as game specific features such as Madden NFL Online Team Play, Madden Ultimate Team Trades, and other yet to be announced features. These services were developed using the EA Blaze Server framework. Developed new RPCs (C++), adapted existing code, tracked down memory leaks, applied maintenance, stress and performance tested. Wrote Lua stress tests to simulate use-cases for players to reproduce anticipated RPC load. Nominated for Tiburon Studio’s Sharkie Outstanding Feature Award (January, 2011). This was for contributions to Online Team Play (OTP) feature in Madden NFL 11.