Laura Puerto

Laura Puerto Email and Phone Number

Staff Software Engineer @ Skylight
Lake Forest, CA, US
Laura Puerto's Location
Lake Forest, California, United States, United States
About Laura Puerto

- Experienced video game developer working professionally since 2007- Shipped AAA titles including multiple Need for Speed and FIFA games- Worked on multiple PC games including Amazon's New World and various mobile games for iOS and Android- Extensive online back-end experience that includes developing largely scalable systems that support millions of users around the world- Highly experienced at integrating games with 3rd party systems like Steam and other platforms- Excellent ability to learn new languages very fast as well as ramping up quickly on new technologies and frameworks- Extensive experience debugging Live server issues with limited information- Able to handle fast-paced development cycles and able to work very closely with production and engineers- Excellent communication skillsSpecialties: Unity 3D, Unreal Engine, C#, C++, Python, Go, Javascript, Java, Google Cloud Platform, Amazon Web Services, Steam Development, XBOX, PS5

Laura Puerto's Current Company Details
Skylight

Skylight

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Staff Software Engineer
Lake Forest, CA, US
Website:
skylight.digital
Employees:
157
Laura Puerto Work Experience Details
  • Skylight
    Staff Software Engineer
    Skylight
    Lake Forest, Ca, Us
  • Dreamhaven
    Lead Platform Engineer
    Dreamhaven Jan 2023 - Present
    Irvine, Ca, Us
  • Dreamhaven
    Software Engineer
    Dreamhaven Jun 2021 - Jan 2023
    Irvine, Ca, Us
  • Blizzard Entertainment
    Senior Software Engineer
    Blizzard Entertainment Feb 2020 - May 2021
    Irvine, Ca, Us
    Part of the Warcraft Rumble team, worked on building server authoritative game features using a Cassandra datastore running on the Google Cloud Platform.
  • Amazon
    Software Development Engineer
    Amazon Jul 2016 - Jan 2020
    Seattle, Wa, Us
    Architected and implemented solutions in AWS that allow players to discover and securely connect to the game’s backend services and servers for New World.Integrated New World (end-to-end) with Steam and central services.Designed and built services, pipelines, and tools using AWS Cloud to build, deploy, activate, and manage the game and it’s servers.Mentored junior engineers by demonstrating best practices and providing constructive feedback.
  • Behaviour Interactive
    Senior Online Programmer
    Behaviour Interactive Sep 2015 - Jul 2016
    Montréal, Québec, Ca
    Designed and developed large-scale, multi-tiered, distributed software applications, tools, systems and services using Object Oriented Design and applied extensive knowledge in back-end server frameworks, to provide design and implementation support to external partners. Took ownership of internal server technology for mobile games and refactored it in order to make it more scalable and maintainable by replacing major parts of the system like the database storage and removing unnecessary workflows. Researched and provided architecture change recommendations to improve the server and led a team of engineers to implement said changes. Gathered requirements from stakeholders on new features and led the architecture design and implementation of the new features in order to align with external partner’s requirements and dates, and performed security analysis on internal systems and identified improvements to the system
  • Skybox Labs
    Lead Online Software Engineer
    Skybox Labs Mar 2014 - Sep 2015
    Burnaby, British Columbia, Ca
    Researched and migrated the entire online backend from a prototype solution to a full multiplayer backend using SmartFox Servers and the Google Cloud for Lethal Tactics - a simultaneous turn-based tactics game in which you take command of a diverse squad of hired guns. Lethal Tactics is built using Unity3D and I developed online features for our full production launch.Evaluated multiple multiplayer server frameworks to leverage with our existing Google Cloud Server, these included SmartFox Servers, Photon Servers, UnityPark Suite, etc.Designed and developed entire online back-end for casual mobile games. Built using Google App Engine, Google Cloud Datastore, with OAuth2 suppport for Facebook and Google. Online backend features include: - Store Catalog (with iOS purchase receipt verification and timed Sales)- Facebook Integration- Daily & Weekly Challenges- Push notifications (iOS & Android)- User Score tracking- Game Center integration (iOS)- Admin website (with Google authentication) to manage Challenges, Store, and Push Notifications.Performed extensive load testing to understand the system's limitation and our daily cloud hosting costs.Investigated multiple server solutions for the company including Amazon Web Services and Google App Engine. Became familiar with Amazon Web Services using ASP .NET, elastic beanstalk, and dynamoDB by creating a web app that supported OAuth2 with Google and Facebook. Created a custom data storage provider for the ASP .NET Identity framework to support DynamoDB as the data store.Worked on the Rise of Nations: Extended Edition release where I fixed and upgraded the Quickmatch system which was non-functional when we started the project. It uses the Steam matchmaking system and supports up to 8 players.
  • Electronic Arts
    Online Software Engineer - Fifa Online Services
    Electronic Arts Mar 2011 - Oct 2013
    Redwood City, Ca, Us
    Worked on FIFA Online Services, a team that provides online solutions for all the football related games (FIFA, FIFA Street, Euro, World Cup, etc). We focused on creating a Persistent Online World between titles that motivates players to come back every year. This feature is known as EA Sports Football Club and its also a social platform within the game. Designed and implemented back-end server logic for Support Your Club, a social feature that is part of EA Sports Football Club since FIFA12, this was done on an in-house Jetty HTTP Server framework in Java and using a MySql DB. Designed and helped implement back-end server logic for the EA Sports Football Club Catalogue for FIFA13 which included distributed transactions to handle multi-server purchase transactions.Designed and helped implement back-end server logic for a new social feature in FIFA14 called Alerts. Mentored and contributed with the design of FIFA 14 catalogue gifting. Mentored and lead a group of engineers to collaborate on building features during FIFA 13 and FIFA 14.Performed system wide load tests to hit expected load targets (of up to 1.5M PCU) for launch and debugged load and live issues, also gained knowledge on important Key Performance Indicators like Requests Per User Per Second, Transactions Per Second, Peak Concurrent Users, connection pools, etc. Performed continuous work on debugging and fixing live issues.
  • Electronic Arts
    Software Engineer
    Electronic Arts Oct 2009 - Mar 2011
    Redwood City, Ca, Us
    Implemented a customer service back-end for Need for Speed: World by establishing REST web-service endpoints in a C# server engine using IIS and NHibernate.Extended functionality in Need for Speed: World’s telemetry system by adding hooks in key areas of the game’s server engine.Collaborated on a standalone WPF commerce tool using C# that allows producers to manage the products in the game.Gathered ongoing requirements for tool changes and responded to any outstanding issues promptly.
  • Electronic Arts
    Software Engineer
    Electronic Arts Sep 2007 - Sep 2008
    Redwood City, Ca, Us
    Collaborated on a code comparison tool to make a study of customizations which sports teams (such as NHL, FIFA, and NBA) were making, and displayed the results as graphs on a PHP website.Gathered, analyzed and prioritized requirements by communicating effectively with key stakeholders.Implemented various menus and screens in Need for Speed: Undercover, which included work in Action Script and C++ for the XBOX 360, PS3 and the PC.Collaborated on a metrics system for Need for Speed: Undercover measuring car load times and publishing results on an internal website using PHP and XML.Recipient of the EA Star Program (in which EA offered to reimburse a year of education and a position upon degree completion) based on efforts made during Need for Speed: Undercover’s development.
  • Transcanada Pipelines                                    Calgary, Ab
    It Security
    Transcanada Pipelines Calgary, Ab Jan 2007 - Sep 2007
    Researched differences between various IT security solutions and tested implementation

Laura Puerto Skills

Server Architecture Google App Engine Java Amazon Web Services C# Online Gaming C++ Xbox 360 Ps3 Game Development Steam Actionscript Xml Mysql Web Services Video Games Perforce Load Testing Multiplayer

Laura Puerto Education Details

  • University Of Calgary
    University Of Calgary
    B.Sc. Computer Science

Frequently Asked Questions about Laura Puerto

What company does Laura Puerto work for?

Laura Puerto works for Skylight

What is Laura Puerto's role at the current company?

Laura Puerto's current role is Staff Software Engineer.

What is Laura Puerto's email address?

Laura Puerto's email address is la****@****ail.com

What is Laura Puerto's direct phone number?

Laura Puerto's direct phone number is +160455*****

What schools did Laura Puerto attend?

Laura Puerto attended University Of Calgary.

What are some of Laura Puerto's interests?

Laura Puerto has interest in Science And Technology.

What skills is Laura Puerto known for?

Laura Puerto has skills like Server Architecture, Google App Engine, Java, Amazon Web Services, C#, Online Gaming, C++, Xbox 360, Ps3, Game Development, Steam, Actionscript.

Who are Laura Puerto's colleagues?

Laura Puerto's colleagues are E. Chinelo I., I M Groot, Katie Campbell Downie, Hero Bhai, Amr Attia, Lazarus Ayuba, Mugabe Morris.

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