Mark Lohstroh

Software Developer

[email protected]

Working as a software developer in the games industry has given me extensive experience in many different areas. I pride myself in taking on new challenges and learning new technologies to stay ahead of the curve.

Education

B.S. in Computer Science.
The University of Texas at Dallas.

Expertise

Languages

  • GoLang
  • Javascript
  • C#
  • Ruby
  • C & C++
  • Java
  • Python
  • Objective-C
  • Swift

Technologies

  • Kubernetes
  • Terraform
  • AWS
  • GCP
  • Cloudflare
  • Postgres
  • React.js
  • Redis
  • Mongo
  • Chef
  • Unity3D
  • Ruby on Rails
  • .NET Core
  • NodeJS

Jobs


Senior Server Engineer - Discord

December 2020 - Present

Discord Activities

  • Shipped 5 games using Unity3D and WebAssembly to be hosted inside the Discord client
  • Built out the backend infrastructure in Amazon Web Services and Google Cloud Platform to support millions of monthly active users
  • Developed backend solutions to support new games on the existing generic backend platform

Senior Server Engineer - Samsung Electronics America

September 2019 - November 2020

Samsung TV Plus

  • Provisioned infrastructure in AWS for delivering HLS streams to 40,000 concurrent viewers
  • Created server side ad insertion solution for HLS streams using AWS technologies to generate over $30 million in revenue per month
  • Deployed Kubernetes clusters in AWS to host a microservice architecture for the server side ad insertion solution
  • Developed and launched an ad proxy capable of handling 500 concurrent requests a second per instance to help replace content in ad responses, pull ads from multiple sources, and profile response times from downstream ad servers

SamsungXR

  • Containerized 3D volumetric stitcher for use in AWS Elastic Container Service for scalability and speed
  • Built service to host 3D volumetric files for streaming to a variety of mobile devices based on mesh quality

Full Stack Engineer - Playful Corp

September 2013 - August 2019

Unannounced Title (Under NDA)

  • Led development on title’s backend services and architecting future solutions while in preproduction
  • Implemented an event stream system to asynchronously process game events from multiple sources of data

New Super Lucky’s Tale

  • Evaluated new Unity Engine version for existing code base
  • Deployed existing codebase onto the Nintendo Switch console. Evaluated and documented the changes and work required to release on a new platform

Creativerse

  • Led the development of a backend Ruby on Rails API to manage purchases, account information, server management, and admin interfaces
  • Automated fleet deployment with Chef across multiple different geographical regions
  • Defined and created the build and release process for the game and all game servers
  • Monitored and improved performance on the game server to scale up to a projected 800 users per physical server
  • Designed and built the login queue microservice in GoLang with a Redis backend that supported over 1 million concurrent users
  • Part of a small team that ported the Client, Game Server and API infrastructure over to Tencent's Cloud and WeGame Platforms

Super Lucky's Tale

  • Increased scripting performance across 40 levels to achieve 60 FPS consistently
  • Integrated game with the Xbox and UWP platforms for user management, profile stats, achievements, and save games
  • Developed a 3D mesh combiner tool in engine to greatly decrease rendering times on Xbox platforms

Miscellaneous

  • Built custom analytics platform for all Playful games. Hosted using AWS S3, Kinesis, and Redshift with a light consumer
  • Developed build system for creating nightly release builds and automated testing

Lead Software Intern - Kalkomey

May 2013 - August 2013

Internal Job System

  • Led a team of interns in building a HTML interface into a job system that the company ran. This increased visibility into failures and bugs in the system

Automated Browser Testing Application

  • Developed a testing application using Selenium to test all front facing applications for the company
  • Deployed to an internal server within the company and did nightly tests for the company

Software Intern - Zynga "With Friends" Studio

July 2011 - August 2011, May 2012 - August 2012

Words With Friends

  • Internship working side by side with the Zynga With Friends development teams
  • Performance analysis to identify and fix startup time for the With Friends mobile titles on iOS. Speeds went from an average 30 second load time to 3 seconds
  • Refactored the Words With Friends and Hanging With Friends games list replacing the hardcoded UI into an iOS NIB based framework that the artist could manipulate directly

Honors

Boy Scouts of America

  • Earned the rank of Eagle Scout in January 2010