Work

Phoenix Labs

Principal Programmer

October, 2023 - May, 2024

  • Architected gRPC/REST APIs using Google Cloud (Kubernetes, Agones) and integrated them into UE5, optimizing client-server interactions and improving API performance by 30%.
  • Reduced cloud resource costs by 28% through efficient scaling strategies, targeted resource allocation, and managed deployment pipelines to support seamless playtests.
  • Led a team of 2 senior engineers and managed cross-team collaboration and task allocation to evolve a prototype into a scalable production game.
  • Trained my team of 2 on Unreal Engine 5. Both engineers led UE features and exceeded team expectations after training.

Crystal Dynamics

Senior Online Services Programmer

July, 2018 - November, 2020

  • Led the development and integration of online services across PlayStation, Stadia, Steam, and Xbox platforms, managing a 30+ year-old C++ engine alongside C# and Python tools.
  • Managed online services supporting GaaS features like purchasing, account management, inventory, and micro-patching.
  • Upgraded the legacy C++ engine from C++98 to C++11, delivering a 3% game-wide performance boost by collaborating with engineering leadership and QA to regression test and validate functionality.
  • Achieved a 1500% server-side and 500% client-side performance improvement through optimization, caching, and strategic operation timing.
  • Led a cross-functional team of engineers and contractors across 6 time zones, covering build, game client, tools, and backend development, while collaborating with Montreal’s "Online Suite" team to integrate centralized online technology.
  • Contributed to the record-breaking beta launch, with 6M unique users, setting PlayStation's record for most downloaded beta.
  • Ensured a seamless global launch by resolving critical platform, backend, and data issues, particularly in purchasing and data scheduling.

Jam City

Lead Software Engineer

August, 2017 - May, 2018

  • Built a unified C# codebase for a real-time battle arena game using Unity 3D and .NET Core, while optimizing developer efficiency across backend services and mobile clients (Android/iOS) via unit and integration testing.
  • Contributed to cross-studio Unity 3D C# core technologies by improving tween libraries and dependency injection methods, resulting in increased developer productivity.
  • Launched a global mobile (Android/iOS) title using a C++ engine and a Python Django REST API backend.
  • Influenced new game developments by pitching innovative technologies to executive leadership and refining game designs for niche market fit.

NCSoft

Senior Server Engineer

March, 2016 - August, 2017

  • Developed a container-based C# REST API, enhancing deployment flexibility on AWS and enabling local services for all developers.
  • Built a core technology team and streamlined centralized C# online game services by standardizing key features (purchasing, player identity, custom player data) across all backend services for Unity 3D titles on Android/iOS.
  • Created technical design documentation for backend game features and established best practices, including code review and unit and integration test pipelines.
  • Optimized TCP socket communication, reducing bandwidth consumption by 85% and increasing user capacity by 4000%.

Blizzard Entertainment

Software Engineer

January, 2014 - March, 2016

  • Developed C++ libraries for all Blizzard teams, including WebSockets, telemetry, inter-process communication, payment systems, and experimental audio authentication, while providing integration support and adapting libraries based on team feedback.
  • Contributed to a company-wide fork of the C++ and LUA Premake project, allowing compilation of cross-platform libraries with minimal configuration.
  • Collaborated with technical writers to establish a styled Doxygen documentation flow for the Battle.net department, setting a standard for engineering documentation moving forward.
  • Created an off-screen shared graphics memory rendering system using the Chromium Embedded Framework (CEF), integrating it into World of Warcraft, Warcraft 3, and Starcraft: Remastered.

Wormhole Games

Lead Server Engineer

September, 2013 - December, 2013

  • Collaborated with leadership to create a Python and MySQL REST API service for the iOS game Tank Nation.
  • Established a Puppet-based deployment system for AWS.

Midverse Studios

Lead Server Engineer

March, 2013 - September, 2013

  • Created analytical and gameplay logic REST API systems using PHP and Zend framework.
  • Integrated API and additional features into Bingo (iOS, Android) and Slots (iOS, Android).
  • Improved MySQL indexing and data structures and added new gameplay modes to Arms Cartel (iOS).
  • Advised leadership on technology choices and cost reductions while designing new mobile titles.

PlayPhone

Senior Software Engineer

November, 2012 - February, 2013

  • Created a web interface for users to create triggers that specified analytical and A/B testing events.
  • Optimized MySQL queries to improve application performance.
  • Built a payment verification system with vendor APIs, backed by a MySQL cluster.
  • Created Unity 3D integration for PlayPhone's proprietary mobile SDK and payment APIs.

Loot Drop

Server Engineer

September, 2011 - October, 2012

  • Developed game features in a REST API on a LAMP stack using MySQL and PHP.
  • Integrated Facebook, Google+, and DemonWare APIs.
  • Launched web games Ghost Recon Commander (Facebook, Ubisoft) and Pettington Park (Google+, Zynga).
  • Collaborated with publishers to prioritize game features and assess game milestone goals.

Riot Games

Associate Software Engineer

September, 2010 - July, 2011

  • Integrated bug fixes and features into the PVP.net platform service, which powers League of Legends (Windows, Mac).
  • Created MySQL scripts to denormalize player data into JSON entries, increasing data read & write speeds.
  • Lead establishment of the Build Team, which provided continuous integration builds via an Ant & Maven build system and Jenkins build pipeline.

Striking Distance Studios

Senior Network Engineering Manager

Invalid Date, NaN - Present

  • Integrated Epic Games, PlayStation, Steam, and Xbox platforms for a UE4 title, enabling a successful global launch and DLC releases, including features like player identity, purchasing, achievements, and presence.
  • Developed an Unreal Engine plugin for online subsystems, supporting multiple titles, studios, and platforms with leaderboards, achievements, telemetry, and micro-patching.
  • Led a team of 8 to develop multiplayer and backend features in C#, C++, and Unreal Engine, while standardizing onboarding, workflows, and multi-project plugins.
  • Oversaw live operations for a global UE title, resolving critical issues and ensuring smooth multi-platform deployments.
  • Ensured storefront compliance and collaborated with PR to manage ratings with global regulatory bodies.
  • Automated integration tests and built telemetry pipelines, providing data-driven insights for performance and game tuning.
  • Implemented Krafton ID for entitlement rewards via QR code scanning and token verification, improving player engagement.
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