<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Projects on Professionally Ridiculous</title><link>https://ridiculous.pro/projects/</link><description>Recent content in Projects on Professionally Ridiculous</description><generator>Hugo -- gohugo.io</generator><language>en-us</language><lastBuildDate>Mon, 09 Nov 2020 16:37:22 -0800</lastBuildDate><atom:link href="https://ridiculous.pro/projects/index.xml" rel="self" type="application/rss+xml"/><item><title>Chronologist</title><link>https://ridiculous.pro/projects/chronologist/</link><pubDate>Fri, 09 Apr 2021 10:00:00 -0700</pubDate><guid>https://ridiculous.pro/projects/chronologist/</guid><description/></item><item><title>UTC Complications for Apple Watch</title><link>https://ridiculous.pro/projects/utc/</link><pubDate>Mon, 09 Nov 2020 17:14:19 -0800</pubDate><guid>https://ridiculous.pro/projects/utc/</guid><description/></item><item><title>Rocket Arena</title><link>https://ridiculous.pro/projects/rocket-arena/</link><pubDate>Thu, 06 Jun 2019 23:32:54 -0700</pubDate><guid>https://ridiculous.pro/projects/rocket-arena/</guid><description>Worked with backend team at Final Strike Games to implement full-stack features:
Optimized runtime game design data delivery pipeline for delivery to clients and microservices. Go-based command-line utility. Go library for microservices. C++ (Unreal Engine) client. Integration with EA Play subscription for subscriber rewards. Integration with Twitch Drops Storefront purchasing support for Xbox Live, Steam, and Nexon.</description></item><item><title>Planetary Annihilation</title><link>https://ridiculous.pro/projects/planetary-annihilation/</link><pubDate>Thu, 06 Jun 2019 23:00:24 -0700</pubDate><guid>https://ridiculous.pro/projects/planetary-annihilation/</guid><description>Developed and executed a plan to migrate a backend system based on .NET 4.5 to a new deployment called PAnet.
Fully orchestrate backend deployment using AWS CloudFormation with troposphere, including: VPC-based networking. IAM policies and roles. Multiple Windows-based web server types. Windows services. Linux-based XMPP service. Data stores in S3, SimpleDB, DynamoDB, and RDS for MySQL and MS SQL, CloudFront CDN distributions. Route 53 DNS entries. Migration of terabyte-scale data between AWS accounts, including data stored across 5 separate storage technologies.</description></item><item><title>Astroneer</title><link>https://ridiculous.pro/projects/astroneer/</link><pubDate>Thu, 06 Jun 2019 22:15:09 -0700</pubDate><guid>https://ridiculous.pro/projects/astroneer/</guid><description>Developed a number of features for Astroneer, including:
Persistent inventory system for character cosmetics using PlayFab. Time-based and code-based unlocking of cosmetics. Creation of achievement progress, unlock, and reward system. Integration with platform achievements on Xbox Live and Steam. Integration with microtransaction systems for Xbox Live, PSN, and Steam. Migration from HockeyApp to Visual Studio App Center for crash reporting.</description></item><item><title>The Commode Code</title><link>https://ridiculous.pro/projects/commode-code/</link><pubDate>Sun, 12 Aug 2018 00:00:00 -0700</pubDate><guid>https://ridiculous.pro/projects/commode-code/</guid><description>A relatively short-lived podcast which was meant to serve as a comprehensive guide to restroom etiquette in the 21st century.
Researched, recorded, edited, and released 6 episodes. Discontinued for scheduling reasons.</description></item><item><title>Steam Dev Days</title><link>https://ridiculous.pro/projects/devdays/</link><pubDate>Sun, 16 Oct 2016 10:00:00 -0700</pubDate><guid>https://ridiculous.pro/projects/devdays/</guid><description>Served as a core organizer for the Steam Dev Days conferences in 2014 and 2016.
Personal responsibilities included:
Managing invite-only pre-registration process, ticket sales, and overseeing on-site registration desk. Handling posting VOD content post-event. Developing web site for 2016 conference. Creating Guidebook structure and content for 2016 conference. As part of a small team of Valve employees who also:
Coordinated all event details with event management company. Planned conference structure and programming.</description></item></channel></rss>