Steve Clamage

Steve Clamage Email and Phone Number

Architect/Lead Developer @ Fortis Games
Steve Clamage's Location
Chapel Hill, North Carolina, United States, United States
About Steve Clamage

I am a seasoned technical leader who builds high-quality software and efficient processes that help your business succeed. I love cultivating a deep understanding of a product, from inception through development and ongoing maintenance. I am also an effective technical liaison, translating engineering issues into clear business terms and vice versa.But my real passion is taking things apart, putting them back together, and not having any screws left over.Technical Skills:• Mobile app development and technologies• Internationalization/localization for Western and Asian languages, Unicode and other character encodings• Design and implementation of robust, massively scalable, multithreaded, n-tier systems• Thorough understanding of networking, TCP/IP, and HTTP• Proficient in Swift, Objective-C, C++, C, Java, Ruby, Python, and other languages

Steve Clamage's Current Company Details
Fortis Games

Fortis Games

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Architect/Lead Developer
Steve Clamage Work Experience Details
  • Fortis Games
    Staff Software Engineer
    Fortis Games Aug 2022 - Present
    San Francisco, Us
    Developing backend services for new game startup.
  • Smule
    Mobile Architect
    Smule Dec 2010 - Aug 2022
    Salt Lake City, Utah, Us
    • Architect for Smule's iOS team, responsible for overall technical direction of all of Smule's iOS apps.• Shepherded multiple apps from prototype stage through to polished, ongoing revenue-generators. Smule’s apps are consistently ranked in the top 10 in the music category, and occasionally in the top 10 overall, with over 400M registered users and several million paid subscribers.• Authored many of our internal development processes, practices, and guidelines.• Built much of the the shared platform for Smule's iOS apps, including in-app purchase code, networking, resource management, logging, and other utility classes.• Architected Smule's multiuser chat feature, and implemented it for Android.• Lead engineer on iOS versions of Magic Piano and AutoRap, working with our mobile team to deliver a significant number of new features and improvements in both apps.• As a member of the server team, enhanced and maintained Smule's core user authentication service, using Ruby on Rails.
  • Electronic Arts / Pogo
    Architect
    Electronic Arts / Pogo May 2002 - Dec 2010
    Redwood City, Ca, Us
    • Key member of the team that developed pogo.com, a leading online casual games site. Pogo's platform routinely handled hundreds of thousands of simultaneous players, and tens of millions of daily page views.• Responsible for overall platform architecture. Reviewed most project plans to identify any scalability issues and to ensure alignment with Pogo's design. • Drove the platform roadmap definition process. Defined and prioritized any projects needed to support site operations, development, and performance.• Led a cross-functional team to address scalability bottlenecks across all parts of Pogo to accommodate planned usage growth.• Led a large effort to re-architect Pogo’s aging web framework and major portions of the website, in order to streamline future JSP development and allow for easier localization.• Designed and implemented a new 2D rendering/animation/UI system to overcome the limitations of Java 1.1-level graphics, and allow for effects such as antialiasing and alpha blending. This engine became the standard platform for all of Pogo's Java-based games. Received company-wide technology achievement award for this work.• Conceived and implemented a distributed tracing and reporting system which tracked the impact of each HTTP request across all of its related service and database calls.• Technical lead on a multinational project to develop a Chinese version of Pogo's games and website.• Served as technical lead and development manager for the development and launch of Club Pogo, a subscription-based extension of the free pogo.com service.
  • Cinnabar Systems, Llc
    Co-Founder
    Cinnabar Systems, Llc Feb 2002 - Dec 2010
    • Inventor and co-developer of Cinnabar Canner, a tool for protecting Java applications from reverse engineering. Canner encrypted an application’s classes and resources and packaged them into a standalone, native Windows application, using JNI at runtime to access the encrypted data.• Co-developer of Cinnabar License Manager, a powerful license management library for managing Java applications.
  • Egain Communications / Big Science Company
    Architect/Lead Developer
    Egain Communications / Big Science Company Sep 1999 - Apr 2002
    Sunnyvale, Ca, Us
    • Architect/technical lead on the five-person team which developed the eGain Assistant product. Assistant is an online "virtual agent" which uses case-based reasoning to provide customer self-service.• Responsible for overall product architecture, coding standards, and ensuring that implementation proceeded according to plan.• Developed a highly scalable distributed application framework for hosting Assistant and related services.• Developed JNI classes to interface with WordNet, an open-source lexical database.• Developed statistical natural language processing tools for word sense disambiguation.
  • Ibm
    Software Development Manager/Senior Software Engineer
    Ibm Jan 1991 - Aug 1999
    Armonk, New York, Ny, Us
    • Played a leading role in the design and development of Word Pro versions 96, 97, and R9 using C++. Developed many core features, including the line-breaking and text-flowing engine, find and replace, footnotes/endnotes, paragraph numbering, and styles.• Managed a team of five engineers to create a pure Java word processor, which shipped as part of eSuite 1.0 and eSuite 1.5. • Helped develop Ami Pro versions 2.0, 3.0, and 3.1.
  • Industrial Computer Corporation
    Software Engineer (Co-Op)
    Industrial Computer Corporation Apr 1986 - Sep 1989
    • Contributed to the development of Terminal Manager, a data acquisition product running on HP-UX• Developed a form design package in C.

Steve Clamage Education Details

  • Georgia Institute Of Technology
    Georgia Institute Of Technology
    Information And Computer Science
  • Shorecrest Preparatory School
    Shorecrest Preparatory School

Frequently Asked Questions about Steve Clamage

What company does Steve Clamage work for?

Steve Clamage works for Fortis Games

What is Steve Clamage's role at the current company?

Steve Clamage's current role is Architect/Lead Developer.

What schools did Steve Clamage attend?

Steve Clamage attended Georgia Institute Of Technology, Shorecrest Preparatory School.

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