Jon Mcevoy personal email
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Jon Mcevoy phone numbers
I am a motivated leader and programmer who loves the challenge of creating entertaining games while building exceptional teams.As a leader, my primary goal is to unlock the full potential of my teams: both as individuals and as a cohesive group. Many times this is as straightforward as giving clear goals, expectations, and a little guidance, then getting out of the way. Other times it means finding compromise across departments, navigating personalities, or refining product designs. I prefer to be inquisitive - asking the right question at the right time can build consensus faster than any other method.My technical background covers a broad range of tools used in game development and operations, particularly online games and services. The list is long and includes several proprietary engines, but the headlines are: C++, C#, Unreal Engine, Azure/GCP/AWS, Kubernetes, and pretty much all the other typical game development tools (Perforce, JIRA, etc). I've written and architected code all over the tech stack: UI, animation, gameplay, networking, security, databases, server reliability, patching, and more.I strive to follow the most difficult problems and find elegant solutions. I'm always teaching and learning, and find nothing more rewarding than watching the success of individuals or teams I've played a part in guiding. I tell my teams to make decisions with intent instead of passively moving forward with the default, though this is often easier said than done.Making entertaining, impactful experiences is incredibly rewarding and I'm thrilled I've been able to do that so far as a career.
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CtoBrain Jar Games Feb 2024 - Present -
Vp Of EngineeringManticore Games Inc. Feb 2022 - Jan 2024San Mateo, Ca, UsHead of engineering and technology at Manticore, driving the Core Platform to the next stage of its evolution. • Managed the engineering org, with responsibilities including gameplay, performance, platform, web, and infrastructure• Guided engineering culture to build stable, adaptable technology while maintaining startup culture and drive• Advised and informed the rest of the executive team• Expanded the engineering team via outreach and recruiting paired with a fair, rigorous interview process• Implemented and adjusted lightweight but effective process that directs engineers to move in the right direction while giving them the room to excel -
Lead Engineer (Backend)Manticore Games Inc. Aug 2019 - Jan 2022San Mateo, Ca, UsTook over leadership of the backend team at Manticore, with responsibilities including infrastructure, scaling, game systems, live operations, and internal tools.• Managed the team of 4-8 engineers• Grew the team as needed, refining our interview and onboarding processes• Created dashboards to monitor key platform metrics including those relevant to gameplay, business, and performance• Instituted post-mortem process after outages to better understand root causes, ultimately leading to better visibility and stability• Started our on call system, which integrated into our alerting and metrics systems, to automatically notify engineers during possible outages or anomalous data, 24/7• Integrated our reviews and PRs with QA to better provide them with better testing goals and detailed information on changes without needing engineers to take extra steps -
Lead Engineer (Client)Manticore Games Inc. Jun 2018 - Jul 2019San Mateo, Ca, UsWorked on a small team to write foundational systems for the Core Platform. Core is built on top of Unreal Engine, allowing anyone to create their own visually impressive multiplayer games.• Serialization and versioning• Integrated Lua editor improvements and hooks• User interface architecture, tools, and framework• Critical editor systems such as commands to support undo/redo -
Lead EngineerSuper Evil Megacorp Jan 2017 - Jun 2018San Mateo, Ca, UsManaged the product engineering team on Vainglory, with responsibilities including hiring, scheduling, performance, and code quality.• Made contributions to code including a redesign of the architecture for UI, a simple and effective data model and event system, and a generic inventory system including a transactional backend• Led the team through large feature work with complex requirements and tight schedules -
Lead Engineer, TroveTrion Worlds, Inc Nov 2014 - Jan 2017• Member of the team that initially prototyped several games, eventually leading to Trove• Helped build the Trove engine from the ground up to support massively multiplayer worlds that are voxel based, destructible, procedurally generated, and efficiently serializable• Hired and managed Trove engineering team up to 6 through beta, launch, and into live production• Created and maintained master schedule for Trove feature launches• Wrote initial engine systems with a focus on expandability, maintainability, and optimization including abstraction layers for network and data serialization, player interaction systems, synchronized client/server execution, player stats system, and others• Optimized server and network performance by reducing latency spikes due to TCP retransmission, removing redundant compression, and intelligently serializing network data
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Lead Server Engineer, RiftTrion Worlds, Inc Nov 2012 - Oct 2014• Prepared Rift server infrastructure to scale for Storm Legion, our first expansion• Optimized the use of our bare metal servers to support more users and to free hardware for other projects without degrading service for players• Wrote system that allowed players to automatically transfer characters across shards, involving moving data between separate relational databases in a fail safe way that would prevent possibility of duplication bugs or lost characters
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Senior Software EngineerTrion Worlds, Inc Dec 2009 - Oct 2012• Worked on Rift before and after launch, extending systems including combat, abilities, animation and graphics• Part of the international expansion team to bring Rift to South Korea and China
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Software EngineerRedbana Us Corp Aug 2008 - Dec 2009 -
Build EngineerFlagship Studios / Ping-0 Feb 2008 - Jul 2008Us -
Build EngineerPerpetual Entertainment Jul 2007 - Jan 2008Au -
Student TechnicianUc Davis May 2005 - Jan 2007Davis, California, UsNetwork development: redesigned and helped install new network system for all usersOpenBSD firewall configuration and maintenanceWindows 2003 Server maintenanceHelpdesk support for 20+ career staff and 100+ students -
Undergraduate Lab AssistantUc Davis Mar 2004 - Apr 2005Davis, California, UsSet up lab experiments for undergraduate physics classesResponsible for repairing lab equipment if problems arose during lab sections
Jon Mcevoy Skills
Jon Mcevoy Education Details
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University Of California, DavisPhysics
Frequently Asked Questions about Jon Mcevoy
What company does Jon Mcevoy work for?
Jon Mcevoy works for Brain Jar Games
What is Jon Mcevoy's role at the current company?
Jon Mcevoy's current role is CTO at Brain Jar Games.
What is Jon Mcevoy's email address?
Jon Mcevoy's email address is jw****@****ail.com
What is Jon Mcevoy's direct phone number?
Jon Mcevoy's direct phone number is +165061*****
What schools did Jon Mcevoy attend?
Jon Mcevoy attended University Of California, Davis.
What skills is Jon Mcevoy known for?
Jon Mcevoy has skills like Game Development, Perforce, Gameplay, Mmo, Game Design, Video Games, Computer Games, Game Programming, Social Games, Windows Server, Gameplay Programming, Game Mechanics.
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