Jacob Repp

Jacob Repp Email and Phone Number

Head of Engineering at Mythica, building the next generation of game tools (Open source, PCG, AI and Cloud) @ Mythica
Jacob Repp's Location
Orange, California, United States, United States
Jacob Repp's Contact Details

Jacob Repp work email

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About Jacob Repp

Builder and leader with 20+ years of experience building world class games, platforms and startups.

Jacob Repp's Current Company Details
Mythica

Mythica

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Head of Engineering at Mythica, building the next generation of game tools (Open source, PCG, AI and Cloud)
Jacob Repp Work Experience Details
  • Mythica
    Head Of Engineering
    Mythica Apr 2024 - Present
    Somerville, Ma, Us
    Part of a new team working in the rapidly evolving open-source AI tooling space. Mythica is combining multi-model and generative models with existing PCG and game engines to unlock entirely new ways to realize game worlds.
  • City Storage Systems
    Software Engineer, Cloud Infra / Embedded Systems
    City Storage Systems Oct 2019 - Apr 2024
    Los Angeles, California, Us
    As an early engineer on infrastructure at CloudKitchens I helped scale critical systems from the ground up globally. From service infrastructure, I moved into hardware development to optimizing the physical logistics at multi-kitchen facilities.Some of my key contributions...Development of an internal product for i8nDevelopment of an internal product for Kubernetes secrets management and replication using Merkle tree diff of content hashes.Global deployment of observability platform on Thanos, including Thanos-receive in an active-active multi-regional deployment.Development of MQTT proxy and backend connectorsDevelopment of HTTP proxy and OTA frameworkBoard and sensor bring-up from breadboard through the complete product life cycle (EVT, DVT, PVT)Working with EE on schematics, including critical part selection, MCU selection integrationShipping three hardware products through the full lifecycle to sustaining in 2 years.Implementation of C++20 firmware platform including: Host-based test suite On-board debugging utilities OTA Service dependency management Service communication (Protobuf over HTTP, MQTT) Telemetry Buffer management/heap management TLS certificate provisioning Factory diagnostics over TCP with Python library and host-based command line FreeRTOS and stdc++ abstractions for multi-threading (queues, tasks, semaphores)C/C++ device drivers for USB host, hub, and HID drivers (USB 2.0 FS) I2C, including bus extenders RS485 + custom protocols (reverse engineering) Current monitors 2-wire temp SHT sensors BM688 RMII for TI and Microchip parts Bare metal implementation for STM32WL55 Radio management STANDBY2 implementation, wake from 4ua sleep Sensor integration and core boot, clock management, wake from low-power framework
  • Blizzard Entertainment
    Principal Engineer
    Blizzard Entertainment Feb 2010 - Sep 2019
    Irvine, Ca, Us
    Unannounced Title* Building and coaching a new engineering team for a new product* Design and coding for initial services, build and CI infrastructure* Refactoring, cleanup and coaching on systems related to feel and responsiveness* Lead and collaborate within core leadership team and across other Blizzard teams and leadership levelsStarCraft 2* Led engineering team that developed AI interfaces for SC2 used by Google DeepMind* Led engineering team of 12 to modernize and refit most major user facing systems in SC2 for Legacy of the Void* Fixed mathematical issues in the SC2 matchmaker* Designed and managed external contract engineering project on complex service and data center refit* Contributed performance fixes, bug fixes and pipeline improvements across multiple features* Worked across team, company and multiple tiers of leadership to align vision and execution of features in gameHeroes of the Storm* Coded multi-tier HA game message routing infrastructure* Coded and led load testing infrastructure for 2 million concurrent test* Coded in-game store infrastructure including real money and virtual currencies* Updated and improved multiple legacy software services for performance and maintainabilityUnannounced Title* Hired and led team of 4-6 server engineers* Coded new service infrastructure and networking stack* Coded, refactored and optimized multiple engine systems* Led team and contributed code to stabilize and rebuild failed asset pipeline* Worked across the team to address myriad issues in tooling and service infrastructure
  • Red 5 Studios
    Lead Programmer
    Red 5 Studios Apr 2009 - Jan 2010
    Irvine, Ca, Us
    * Led team of 10-12 engineers* Coded improvements to engine performance and correct handling of network latency* Created new build distribution interface* Created new solution generation system based on cmake* Built new HA game service infrastructure based on RabbitMQ
  • Arenanet
    Programmer
    Arenanet Jan 2008 - Apr 2009
    Bellevue, Wa, Us
    * Helped design and build new multi POP service framework for GuildWars 2
  • Ncsoft
    Lead Server Software Engineer
    Ncsoft Nov 2007 - Nov 2008
    Bellevue, Wa, Us
    Unannounced Title* Pitched to execute team and and coded prototype of new social MMO* Led small team to define the vision and goals* Worked across multiple shared teams to direct art and concept planningTabula Rasa* Part of small senior software swat team that rebuilt Tabula Rasa and shipped the game (RIP)* Rebuilt, optimized or threw away multiple services and engine systems to get game to market
  • Microsoft - Xbox Live
    Software Design Engineer
    Microsoft - Xbox Live 2004 - 2007
    Redmond, Washington, Us
    * Optimized Xbox Live Matchmaking and tooling* Wrote system to test Xbox Live presence at scale before 360 launch* Wrote automated tests to verify Xbox Live points system
  • Ingeniux Corporation
    Software Engineer
    Ingeniux Corporation 2000 - 2003
    Seattle, Wa, Us
    * Coded multiple service level features for enterprise grade XML based CMS (Graph database, Incremental content publishing, Content transformation and device rendering)* Coded Cocoa based client software on Mac OS X* Coded low level C code underlying string handling, XML parsing, memory management* Coded Java servlet render system for deploying sites to compatible containers* On and off site sales engineering for enterprise software clients in education and health verticals
  • Electronic Arts
    Network Programmer
    Electronic Arts 1999 - 2000
    Redwood City, Ca, Us
    * Wrote cross platform C/C++ network and service code for Need for Speed and other various EA titles
  • Northwest Link
    Unix Systems Programmer
    Northwest Link 1998 - 1999
    * Coded radius monitoring service in C for unix based systems* Wrote reporting and various billing back-end systems* Maintained build and versioning systems on FreeBSD

Jacob Repp Skills

Game Development Game Design Perforce Xbox 360 Video Games Mmo Multiplayer Gameplay Opengl Computer Games Ps3 Shaders Directx Xbox Lua Game Programming Unrealscript Win32 Api Unreal Engine 3 Hlsl Social Games Cross Platform Development Gameplay Programming Mobile Games Maya Console Leadership Online Services Game Engines Programming Software Design C++ Software Development Online Gaming Python Visual Studio Optimization Product R&d R (Programming Language Data Science Cloud Computing Microservices Freebsd

Frequently Asked Questions about Jacob Repp

What company does Jacob Repp work for?

Jacob Repp works for Mythica

What is Jacob Repp's role at the current company?

Jacob Repp's current role is Head of Engineering at Mythica, building the next generation of game tools (Open source, PCG, AI and Cloud).

What is Jacob Repp's email address?

Jacob Repp's email address is ja****@****ail.com

What is Jacob Repp's direct phone number?

Jacob Repp's direct phone number is +142523*****

What skills is Jacob Repp known for?

Jacob Repp has skills like Game Development, Game Design, Perforce, Xbox 360, Video Games, Mmo, Multiplayer, Gameplay, Opengl, Computer Games, Ps3, Shaders.

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