John Dew Email and Phone Number
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I started programming at the age of 12. During the summer, I helped with inventorying and repairing library books, and that was when my school bought twelve Apple II computers. There was nobody at the school who knew anything about computers, including teachers. To show her appreciation for my help, Mrs. Rockefeller, the librarian, gave me a copy of the Apple II owner's manual, the "Getting Started" book, and even a key to the computer lab as a sign of trust. With those resources, I taught myself how to code over the next few months and wrote grading and other programs for the school district until I graduated. Little did I know that this would open up endless possibilities to create, innovate, and push the boundaries of technology.Through my experience, I have learned that anticipating and understanding the changing path of technology is crucial to maintaining business performance. As a technology executive and chief software architect, I have always been an early adopter of emerging technologies to ensure efficient, collaborative, and high-quality development while meeting business objectives. This philosophy has been critical to my success in directing the development of technology strategy, front- and back-end software architecture, and integration/distribution alliances across industries.Living and working overseas as a representative of the parent companies has given me more insight into bridging not only the technology gap but also cultural differences. This perspective is invaluable in my everyday work. This is the hands-on experience, attitude, and knowledge I bring to the job.P.S. I still have the key to the computer lab.
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Principal Software Engineer (Backend)Ruckus GamesCanton, Ga, Us -
Strategic Technical AdvisorMan Of The Match Games, Inc. Jul 2024 - Present -
Principal EngineerMidnight Society May 2024 - Sep 2024The Existence, Us• Developed and optimized Pragma backend in Kotlin, integrated Unreal 5 game with SDK updates, and refactored game client/server and backend flow.• Provided insights on matchmaking systems and other functionalities based on work experience.• Utilized AWS services for internal infrastructure, implemented Python for CI/CD, and set up pfSense and Pritunl VPN for enhanced security. -
Cto / Principal Software Engineer (Co-Founder)Lionheart Games, Llc Oct 2019 - Aug 2023Started from the ground up building and leading the development team, mentoring programmers, bridging tech with art, and directing technical design. I developed design tools, build pipeline, and IT infrastructure. UE5, Gameplay, movement, abilities, and foundation work for the team to build on (C++ and blueprints). Built for Android, iOS, OS X, Linux, and Windows. Designed and developed multithread backend systems using STL, Boost ASIO for networking and task dispatching. Written in C++ using NoSQL, TCP/IP, and Rest APIs for service discovery. Cross-compiled for running on Linux/Windows (AMD64/ARM), Kubernetes, and AWS. I designed the backend to allow game developers to create features between the server and client sides without dealing with networking and threading server complexities. Developed tools in C# to manage databases and game configuration using WinForms, async and await calls. Developed Python strips for build automation and data management. Setup builds through Jenkins across Windows, Linux, and OS X.
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Managing Director / Chief RepresentativeHi-Rez Studios 2013 - Mar 2021Alpharetta, Ga, UsIn 2015, I was tasked with establishing Hi-Rez Studios' presence in Asia and solidifying its distribution relationship with Tencent, one of the largest internet companies in the world. As part of my role, I report to the U.S. Chief Executive Officer and Chief Technology Officer while residing and working in China.I successfully established our China-based operation, which included the formation of two entities in China and one in Hong Kong. Additionally, I negotiated technical agreements between the companies while also being responsible for resolving any technical or system integration issues. I also ensured that our company adhered to China's government requirements surrounding content and utilization, personally writing the code. while overseeing our overall system architecture design strategy and implementation for the back-end platform. -
Chief System ArchitectHi-Rez Studios 2014 - Oct 2019Alpharetta, Ga, UsI was promoted to lead all core system architecture and platform development as the company grew to 3 global studios (North America, Europe, and Asia), 200+ employees, and 15M+ subscribers. I managed this responsibility concurrently with my China-based accountability for the Tencent integration partnership.One of my notable achievements was personally porting our backend system from running on Windows and Microsoft SQL to being cross-compatible with Linux and MySQL in just three months, which was much faster than Tencent's expectations of 9 to 12 months. I continued to ensure seamless integration with distribution systems such as Xbox, PlayStation, PC, and mobile platforms. Additionally, I worked to advance our cloud-based servers and further integrate them with chat and social media applications. -
Principal Software EngineerHi-Rez Studios 2005 - 2013Alpharetta, Ga, UsI was the first employee recruited by a startup multi-player video game company. My role involved designing and implementing in-game systems as well as the back-end system in C++/SQL for online play in games such as Global Agenda, Tribes: Ascend, Smite, and Paladins. These systems allowed the company to launch game instances worldwide before cloud services came into being, thus enabling them to enter the massively multiplayer online game arena. Later, we also worked on using external cloud services like AWS to support on-demand capacity. Apart from this, I was responsible for managing all IT and equipment procurement during the company's early days. I frequently traveled to China to work with our integration partner to deliver game products to the Chinese market and eventually moved to be on-site in China. It's worth noting that Game Developer Magazine named Hi-Rez Studios one of the Top 30 Video Game Developers in 2012. -
Principal Software EngineerProphecy Games Jan 2019 - Oct 2019Alpharetta, Georgia, UsOrchestrated a new game studio under the umbrella of Hi-Rez Studios to later become its own company. Set up IT infrastructure, source control, and development pipeline. ● Developed initial UE4 (C++ and blueprints) game prototype to run on mobile devices, later expanding back into desktop.● I integrated and streamlined the backend systems I brought from Hi-Rez for the new development processes.● Managed IT systems for the group.● Set up the projects/code to run on iOS and Android. -
Senior Software EngineerBluecube Software 2004 - 2005I was brought in to lead the design, development, and optimization of a large-scale payroll engine, time-tracking systems, and other business management solutions for big-box retailers like J.C. Penney and Blockbuster as part of the spinoff of this integrated enterprise software business from Radiant Systems.During my time there, I successfully shifted the software toward the master time clock, resulting in savings and an additional access point. Additionally, I achieved a 10-fold increase in transaction yield for the existing payroll system, delivered added system functionality and real-time recalculations, and introduced fingerprint scanning into the architecture.
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Senior Software EngineerRadiant Systems 1998 - 2003After RapidFire Software was sold, I was hired by the company that acquired it to enhance Radiant's embedded POS system for clients such as PepsiCo, Yum, Circle K, Regal Cinemas, and others in the convenience store, restaurant, fast-food outlet, pizza delivery, movie theater, concession stand, and gas station market segments. My responsibilities included leading platform development, optimizing existing code, establishing relationships with client stakeholders to define requirements and support deployment, working onsite with international partners in Asia, Australia, and Europe on product development, software design, and hardware/system integration of systems. Additionally, I developed a patent-eligible memory-sharing process to simplify programming and function integration.
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Principal Software EngineerRapidfire Software 1987 - 1998I was hired as this company’s first employee. Within 2 years, I was leading a 10-member software engineering team in designing and developing POS, delivery, and inventory management applications for the restaurant and hospitality industries. • Anticipated the needs of major clients like Pizza Hut’s largest franchisee, Godfather’s Pizza, and others• Met with clients to define highly customized requirements• As company grew, recruited and hired developers• Mentored junior engineers as they took on more responsibility• Embraced the early adoption of innovative technologies• Led the development of system architecture that was critical in positioning company for sale
John Dew Skills
Frequently Asked Questions about John Dew
What company does John Dew work for?
John Dew works for Ruckus Games
What is John Dew's role at the current company?
John Dew's current role is Principal Software Engineer (Backend).
What is John Dew's email address?
John Dew's email address is jd****@****ios.com
What is John Dew's direct phone number?
John Dew's direct phone number is +1 678-248*****
What skills is John Dew known for?
John Dew has skills like Game Development, Perforce, C++, Start Ups, Software Development, Cloud Computing, Game Design, Databases, Team Management, Unreal Engine 3, Agile Methodologies, Scrum.
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