Jack Reggin
Site Reliability Engineer at SpringboardVR- Claim this Profile
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English Native or bilingual proficiency
Topline Score
Bio
Experience
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SpringboardVR
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United States
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Information Services
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1 - 100 Employee
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Site Reliability Engineer
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Jun 2021 - Present
SpringboardVR is a Cloud-Native PaaS solution that provides a simple and easy to set up environment for virtual reality arcades to be up and running the moment they have their hardware available. The system has many parts spread between monolithic and micro services. The physical arcade machines run a native application as a service that tracks customer session time and serves a 3D environment that allows them to choose from the arcade’s library of games. As a Site Reliability Engineer, I was responsible for maintaining and improving the native applications as well as improving development operations to make things more testable, reliable, and available. This required a very diverse set of skills and I required great oversight over the entire platform in order to properly implement my changes confidently. Show less
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Vertigo Games
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Netherlands
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Computer Games
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100 - 200 Employee
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Game Networking Developer
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Aug 2019 - May 2021
I have worked on many different aspects on a couple different projects (mainly, After The Fall). I helped setup the networking backend, first learning how to work with Cloud based utilities (Google Firebase, utilizing Firestore, Realtime Database, and Cloud Functions made in Typescript) and hooking all these services up to the game for the client and server. The servers are hosted on a dynamically allocated hosting platform, that we interact with via a REST API. I've also done some more general Virtual Reality gameplay code, which involves a lot of 3D linear algebra to interact with everything in the world; and profiling to make sure that everything is running optimally - so it won't make the players nauseous in VR. Show less
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Triumph Studios
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Netherlands
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Computer Games
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1 - 100 Employee
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Multiplayer/Gameplay Programmer
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Sep 2018 - Jul 2019
Worked as a general multiplayer programmer on the game Age of Wonders: Planetfall, switching between gameplay related to multiplayer functionality and general game functionality. This included setting up a custom system to scan the hexagonal grid and setup zones of where 3D ambient sound could be played. This made the world feel a lot more complete and tied together when exploring the world map. I also did some work on the console versions of the game, mainly making sure that various services were hooked up and functional (achievements, cloud saves, downloadable content, etc.). I also worked on testing various elements of the UI for multiplayer, hooking up various pieces that were required for the console versions of the game and adding/changing other parts of the UI to adapt to the new demands/requirements. Show less
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Education
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Breda University of Applied Sciences
Bachelor of Science - BS, International Game Architecture and Design -
George Elliot Secondary School
High School