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Stephen Bahr
moc.liamg@rhabrnehpets
Experience
Founding Engineer, Branch Technologies
Mar 2021 - Dec 2021
Cross-platform F2P social game with proximity voice and sandbox properties
- Abstract Java game instance to handle infinite game type using AWS ECS.
- Modify routing/authentication to account for 30k DAUs.
- Create spatial elements like Navigation Meshes, Wang Tiles, Teleport Pads, and Throwable entities to Phaser/Java game.
- Support client and server packets for stateful changes regarding multiplayer support.
- Integrate matchmaking system with AWS GameLift route players to mini-games.
Software Engineering Manager, God Complex / Hylist Games
Jan 2019 - Mar 2021
Multiple F2P SaaS PC game server with over 1.2 million accounts
- Introduced Agile Development to three product teams, managing bi-weekly content release schedule for 10+ engineers, 15+ employees.
- Directly responsible for product/engineering workflow for F2P SaaS video game generating $3 million in sales, over 7,000 CCU and 1.2 million accounts.
- Designed integrated in-game content partnerships, promoting social advertisement and reach.
Senior Software Engineer, Grand Theft Minecart
Sept 2017 - May 2020
F2P SaaS PC game server with over 1.1 million accounts.
- Reconstructed and optimized relation database systems to store minimal data, increasing data retrieval response time.
- Developed event framework and seasonal in-game shops promoting traffic during holidays and weekends, servicing 1.1 million unique accounts and up to 1,200 CCU.
- Introduced statistical framework for tracking user behaviors, currency trends, and actions to understand how players can play and/or exploit the game.
- Constructed cross server player-to-player market system with mutex locks that helped with economy inflation.
Software Engineering Manager, Isles Softworks
June 2015 - Sept 2017
- Lead multiple SaaS development teams through sprint life cycles, aligning content release schedules to bi-monthly.
- Responsible for patching live services with up to 2,200 CCU and over 400,000 accounts generating $300k in revenue.
- Implemented dynamic queueing systems for products that have variable audience sizes.
- Created a Python imaging system to manage server shards with custom load/unload handling.
- Engineered a time management/tracker, allowing engineers to observe their JIRA progress and GitHub contributions daily.
Terminal Systems Administrator, Boston University
June 2013 - May 2015
- Maintained computer functionality of 100+ Windows/Linux/MacOS machines.
- Managed imaging deployment services to accommodate software needs for educational purposes.
Software Engineer / Project Lead, Core Network
Dec 2012 - Oct 2014
F2P SaaS PC game server.
- Designed scalable network structure to handle up to 2,000 CCU.
- Created SQL structures to manage over 200,000 accounts, and proposed switch to TokuDB engines increasing read times by 4x.
- Constructed abstract framework system to increase turnover rates of "game updates".
Education
Boston University, Boston MA
2011 - 2015
Skills
- Languages: Java / Python (proficient), Typescript / C++ / Objective-C / Lua (intermediate)
- Operating Systems: CentOS, Ubuntu, Mac OS X, Windows
- Game Engines: Phaser / Unity / Roblox Studio
- Tools and Frameworks: AWS, MySQL/MongoDB, Redis/RabbitMQ/AWS SNS, Docker, AirTable, Maven/Gradle, Artifactory/Nexus, Jenkins/CircleCI, Git, JIRA/Asana