David Parton

David Parton Email and Phone Number

Principal Engineer | Complex Problem Solver & Force Multiplier | Mentor & Systems Builder | Simplify | Ship It | 20+ years in C++ | iOS | Backend Dev (Rust, Java, C#)
David Parton's Location
Raleigh, North Carolina, United States, United States
David Parton's Contact Details
About David Parton

Specialties: problem solving, C++, systems architecture, attention to detail, building tools, quickly understanding written code - familiar or not, developing robust, maintainable code, and evaluating UI.

David Parton's Current Company Details

Principal Engineer | Complex Problem Solver & Force Multiplier | Mentor & Systems Builder | Simplify | Ship It | 20+ years in C++ | iOS | Backend Dev (Rust, Java, C#)
David Parton Work Experience Details
  • Epic Games
    Principal Engineer
    Epic Games Sep 2018 - Aug 2024
    Cary, Nc, Us
  • Postmates
    Staff Engineer
    Postmates Sep 2016 - Aug 2018
    San Francisco, California, Us
    • Opened the door to measuring feature impact to inform product decisions. Designed, implemented and onboarded product teams onto the experimentation platform. The platform controlled traffic flow into new features, handled split (A/B) testing, collected data, and measured impact on key business metrics.• Created a “popular items” feature to quickly surface high quality items from stores to buyers. Reduced friction and increased conversion to purchase by 3%. Implemented database queries that compute and cache popular items for each store in the Postmates marketplace. • Improved the quality of API monitoring. Instrumented performance metrics (latencies, status codes, request and unhandled exception counting) for a large set of our customer endpoints. Created dashboards to track performance over time and set up alerts when anomalies are detected. Additional endpoints can be added to the dashboard with a single line of code, enabling any engineer at Postmates to track the quality of their APIs.• Significantly reduced the number of requests to memcache, removing it as a source of outages. Developed a memoization library so that memcache network calls only happen once per API request from a client. After installing the library throughout the Postmates monolith, overall memcache requests dropped by 60% and CPU utilization dropped similarly.• Bootstrapped a project to improve the performance of buyer feed service and enable future extensibility. The proof of concept was built on commodity storage instead of fast storage and still drastically outperformed our previous feed algorithms in terms of latency. • Supported junior engineers at the company through reviews, design discussions, and mentorship. Welcomed each opportunity to educate others or to gain a better understanding of an alien technology myself.
  • Xome
    Senior Software Engineer
    Xome May 2015 - Sep 2016
    • Responsible for Xome 1.5 iOS application architecture which is split into multiple repositories, separated by their concerns and assembled with liberal use of dependency injection. Guided junior engineers on the design principles, providing feedback through code reviews and 1:1 conversations.• Built command line tools for bootstrapping the development environment, handling the necessary git commands to pull the required repositories and generate a buildable Xcode workspace.• With our code spanning multiple repositories and complex feature development requiring edits to more than one, this architecture identified a weakness in our ability to spawn meaningful builds when branches are pushed. To solve this problem, I built a web application for hosting multiple-repository pull requests. Using ReactJS for the client side and NodeJS and AWS for the back end and front controller, I was able to streamline the developer experience for merging production ready code without sacrificing the isolation of concerns forced by the repository boundary.
  • Amazon
    Software Development Engineer
    Amazon Oct 2012 - May 2015
    Seattle, Wa, Us
    • Transformed what it means to build a hybrid application (part native, part javascript) for the Mobile Shopping team. Launched multiple successful transformations from pure native to hybrid applications, all contained within the Amazon apps, including the cart, wish-list, checkout pipeline, product detail pages, and other core shopping experiences.• Designed and implemented the web server side libraries responsible for handling hybrid application requests. These libraries made it trivial for Amazon web developers to write custom hybrid pages in the Amazon application and led to the successful launch and operational excellence of the experiences mentioned prior.• Built tools to collect and report code coverage metrics for Javascript, Perl, and Objective C. These data made it possible to track our code quality metrics as we released new features and fixed bugs. I spearheaded the effort to meet team goals of 80% code coverage on mobile platform code. With these tools, I was able to integrate the metrics into our continuous integration pipeline.• Built the Amazon Prime Now application for iOS. I was solely responsible for the architecture that both Android and iOS hybrid applications used to communicate with the Prime Now web application, the asset pipeline that builds, tests and deploys the web application assets, and a thorough dashboard for monitoring iOS client-side operations.
  • Disney Interactive Media Group
    Software Engineer
    Disney Interactive Media Group Feb 2012 - Aug 2012
    Glendale, California, Us
    • Worked on a six month contract to help a small team port an existing Flash/AS2 title to iPad using C++.• Developed two of the mini-games including achievements, networking, gameplay, rendering, and AI.• Built a tool for efficiently packaging animation sprite sheets. The tool was designed specifically with iOS performance in mind and achieved better frame rates and texture memory usage than the existing solution.• Built a tool in Flex/AS3 for defining paths along which objects moved. The tool allowed path authors to load a background as a reference to quickly get the desired data.
  • Gobit
    Executive Game Developer
    Gobit Jun 2010 - Sep 2011
    • Worked with the original BurgerShop and BurgerShop 2 game designer to come up with a theme, food ideas, and new customers for a still-unreleased title named BurgerShop 3.• Created a new system for combining the food in BurgerShop 3 that allowed the creation of more complex types of food while keeping the cost of developing new content low.• Implemented all new content for the game with over 50,000 combinations of new food on 120 levels with 8 new customer types. In addition I worked on a significant amount of the prototype art to keep the project moving while the designer was working with another developer.• Developed a Bezier spline editing tool for quickly creating ease-in and ease-out effects. With this tool, developers are able to rapidly polish position, color, size, and other transitions. Before this tool was created, developers had to write much more custom code and boilerplate code for every transition.
  • Popcap Games
    Senior Software Engineer And Team Lead
    Popcap Games Dec 2008 - Apr 2010
    • Led a small team of 4 engineers in the creation of tools and services to support the game studio, marketing, and publishing departments’ needs. Developers worked together in pairs to promote team building and a broader understanding of the technologies employed. I provided feedback for all developers, performed code reviews of each repository check-in, and discussed career goals with junior engineers.• Facilitated communication between our team and the “customer” teams. Working with the technical project manager and engineering manager, I made sure our weekly goals were on track to tackle the requirements given to us. In addition I was present at bug triage meetings to make sure escalated customer service issues were dealt with quickly.• Worked directly with the QA manager to create UI test automation scripts for all buttons, links, edit box validation, and connectivity issues in the PopCap wrapper and for the game update system. The creation of these scripts allowed QA to focus more on product polish quality and leave the mundane tasks to the computer.• Designed and created an XML-based description language and supporting libraries for developing UIs in a dataoriented, not code-oriented way. The goal was to take the UI coding out of the hands of developers and generate the XML using layout tools.• Participated in the design and implemented the game update functionality used by PopCap games. The system was capable of handling required and non-required updates, resume functionality, multiple languages, and marketing A-B tests. In addition, update information was published by a suite of tools as a service-less file on the web server, which allowed PopCap to use CDNs and provide the best customer service possible.
  • Popcap Games
    Senior Software Engineer
    Popcap Games Jan 2007 - Dec 2008
    • Worked directly with a small QA team to ensure our “most important” games were Vista ready. Ultimately, we updated 8 games including Bejeweled, Bejeweled 2, and Zuma. By making these changes, I was instrumental in ensuring that PopCap games were among the first available for Windows Vista.• Refactored much of the game framework to allow developers to use DirectX 9, pixel shaders, and vertex shaders in their games. As a result, Bejeweled Twist game designers created state-of-the-art visual effects never before seen in the casual games market.• Rewrote the font creation tool for games including a new rendering engine, kerning editors, layering for special effects (e.g. outlines, glows, shadows), and previewing. By creating this tool, I saved artists and designers countless hours of manually tweaking font data files in a text editor.
  • Popcap Games
    Software Engineer
    Popcap Games Nov 2005 - Jan 2007
    • Developed a Visual Studio 2005 plug-in to allow developers to write Pop-Lua scripts and debug them. Prior to this plug-in, debugging was done by printing values to a text file and later reading that file. With the ability to use the watch window and break points, developers using Pop-Lua saved countless hours.• Moved the PopCap DRM away from Flash and started using the Pop-Lua enabled framework as the presentation layer. A set of common Pop-Lua scripts and image naming conventions was used for all games. As a result of the move to Pop-Lua, the time required to test an individual product was drastically reduced.• Built the interprocess communication mechanism used to allow games to talk directly to the DRM and provide rich user experience around licensing. Examples include Ad-Enabled Zuma, level-locked Peggle, Peggle Nights, Plants vs. Zombies, and Bookworm Adventures. Marketing tests consistently showed that content-locked games led to morepurchases than time-limited versions.
  • Popcap Games
    Contractor
    Popcap Games Sep 2005 - Nov 2005
    • Developed three games using Pop-Lua for a company initiative known as The PopCap Daily. The initiative was designed to drive visitors back to popcap.com by providing them with new puzzles every day.• Created puzzle generators that produced unique solutions for The PopCap Daily games. These generators would run every night as part of a cron job.• Designed a Sudoku puzzle rating program that used human-like solving strategies (as opposed to mechanical brute force methods) to determine the relative difficulty of a given puzzle. This rating system allowed us to provide up to three puzzles of varying difficulty for the planned Sudoku game.
  • Lightning Round Entertainment
    Co-Founder And Game Developer
    Lightning Round Entertainment Mar 2003 - Nov 2005
    • Architect and implement systems for the company framework used to create games and other Win32 applications.• Work as part of a small team to design, implement, and manage multiple programming projects concurrently.• Design and implement both a Netscape/Gecko plug-in and an ActiveX control to allow end-users to play web games in their browser of choice (Windows only).• Implement an extensible system to easily manage the online game database available on the LRE site.• Maintained the company servers and acted as an IT manager.

David Parton Skills

Visual Studio Software Development C++ Game Development Software Engineering Software Design Programming Xml Objective C Mobile Applications Mobile Games User Experience Javascript Mobile Devices Perl Ios Problem Solving Video Games Swift User Interface Design Scalable Web Applications Nonviolent Communication Large Scale Deployments Agile Methodologies C Web Applications Web Services Amazon Web Services Java Ruby Html5 Css Functional Programming Object Oriented Software Node.js Test Automation Operational Excellence Continuous Integration Continuous Delivery

David Parton Education Details

  • Indiana University Indianapolis
    Indiana University Indianapolis
    Computer Science

Frequently Asked Questions about David Parton

What is David Parton's role at the current company?

David Parton's current role is Principal Engineer | Complex Problem Solver & Force Multiplier | Mentor & Systems Builder | Simplify | Ship It | 20+ years in C++ | iOS | Backend Dev (Rust, Java, C#).

What is David Parton's email address?

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What is David Parton's direct phone number?

David Parton's direct phone number is +171472*****

What schools did David Parton attend?

David Parton attended Indiana University Indianapolis.

What are some of David Parton's interests?

David Parton has interest in Guitar, Football, Reading Sci Fi Or Fantasy Novels, Good Movies, Cooking, Logic, Problem Solving, Sports, Coaching Others, Piano.

What skills is David Parton known for?

David Parton has skills like Visual Studio, Software Development, C++, Game Development, Software Engineering, Software Design, Programming, Xml, Objective C, Mobile Applications, Mobile Games, User Experience.

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