John-Paul May, Product Management Developer in Madison, AL, United States
John-Paul May

Product Management Developer in Madison, AL, United States

Member since October 24, 2016
JP is a leader in the most complex iOS, technical 3D, realtime, and product engineering. With broad and deep experience in social, financial and gaming, he's often called on to solve difficult problems. He's created many huge successes and industry firsts for clients—often slashing costs through the elegant approach.
John-Paul is now available for hire

Portfolio

Experience

  • iOS, 15 years
  • Product Management, 10 years
  • Unity3D, 10 years
  • Realtime, 10 years

Location

Madison, AL, United States

Availability

Part-time

Preferred Environment

Native (particularly iOS), Unity, Real Time/Cloud

The most amazing...

...of many successes, Fingercoaster is an enormous money maker, and the most complex existing VR system.

Employment

  • iOS Social Media Project Lead

    2019 - PRESENT
    Bitcast.fm
    • Entirely executed the architecture/app side of Bitcast.fm, a major social media startup.
    • Worked with live interactions and annotation with streaming media.
    • Created a detailed "perfectionist" UX that was animated and interactive.
    • Built custom real-time collaborative animation tools for the research phase.
    Technologies: iOS, Real-time Social, Novel UX
  • Lead Unity/iOS Researcher

    2018 - 2019
    Verizon Group
    • Worked directly with Verizon's cutting-edge science group and Pixar's research lead.
    • Led this breakthrough 3D/networking project on the Unity/iOS side.
    • Used my expertise in all of technical Unity, low-level iOS, Metal/OpenGL, mesh generation, shader engineering, streaming, HLS, low-level plugins, VR/AR, and the rendering pipeline.
    Technologies: Unity, iOS, 3D, Low-level, Streaming
  • Product Lead | Head of Research

    2013 - 2019
    Smaaash Sports Entertainment, Asia
    • Created the hugely successful, technically novel attraction products for Smaaash's sports-oriented urban theme parks.
    • Led research in the most complex Unity systems, generative mesh, realtime multiuser XR, motion control machinery.
    • Invented and engineered the single highest money-making VR product in existence—the Fingercoaster.
    • Developed attractions for major world sports celebrities such as Ronaldo and Sachin Tendulkar.
    • "Imagineered" with a broad range of robotics, image processing, sensors, stadium apps, production of motion capture, animation, and filmmaking.
    • Worked on projects that resulted in spectacular ticket sales, installation sales, and investments key to the organization's expansion to the Middle East and a recent opening in the US.
    Technologies: VR, Robotics, Product Engineering, Game Engines
  • Product Lead | CTO

    2017 - 2018
    Spur.io
    • Led programming, staffing, and research for this novel social media project for a California VC team.
    • Achieved the game-like, physics-based interface of the project in native low-level iOS, Android.
    • Contributed to the top-to-bottom architecture, the creation of a five-person staff, and engineering for this video-focused social media startup.
    • Implemented the security and engineering of an in-house USD-based app currency system (a custom Node.js/SQL system).
    • Handled the many systems typical of a modern social project—provisioning, messaging, third-party testing companies, Algolia, and so on.
    • Led the Neo4J-oriented data science team.
    Technologies: iOS, Currency, Data Science, Cloud, BaaS, Low-level Physics Animation
  • Cloud Engineer | iOS Engineer

    2016 - 2017
    Service Fusion
    • Implemented the in-house realtime device-cloud system for this high-volume white-label; this included a custom CFRD-like system on AWS.
    • Engineered the real-time iOS libraries and apps—emphasis on threading, instantaneous response, performance programming, detailed UX.
    • Wrangled all day-to-day app/server issues such as tracking, testing, provisioning, app store, transactions, social, analytics, and pipeline.
    Technologies: iOS, Android, SQL, OCC
  • Game Lead

    2012 - 2016
    Defy Media (Viacom), LA
    • Created the enormously financially successful, hit celebrity game for kids: Super Head Esploder X, for the top YouTube celebrities of the day. One of the fastest ever apps to the top 10.
    • Invented highly successful additional "minor" features. For example, a crowdfunding campaign which generated $258,000 in a few weeks, and an in-app-purchase idea which cost $3,000 to produce and which generated low six figures in two weekends.
    • Organized the app and cloud architecture for the social features of the huge user base.
    • Helped streamline multiplayer networking and in-app-purchase systems for the corporation's stable of game development.
    Technologies: In-app Purchase, App Store, Play Store, Unity
  • Owner

    2009 - 2016
    SMHK Ltd
    • Engineered for many brands with major successes for 15+ years with clients based in the US, Europe, and Asia.
    • Focused only on high-value technical challenges. For example, secure transaction projects, "maker" technology for games, and mesh generation research.
    Technologies: Unity3D, C#, VR, iOS, Cloud
  • Cloud Architect | App Engineer

    2005 - 2016
    Sourcetop, NY
    • Handled all the app engineering for this 20-person East Coast web development team.
    • Worked with clients like BRANY for a major pharmaceutical company and a streaming reviews startup for Android and iOS.
    Technologies: iOS, Android, Cloud, PubNub, Firebase
  • App Engineer

    2009 - 2015
    360Design, NY
    • Handled all app engineering for this quality downtown design studio.
    • Worked on projects such as the Metrie AR catalog app; a Tylko-like AR furniture app.
    Technologies: iOS, Android, Cloud
  • CTO | Lead Programmer

    2011 - 2012
    de Clermont-Tonnerre, Belgium
    • Created, in a few months, a social dot-com for a European startup associated with high-profile investors.
    • Worked on iOS and Android engineering, architecture, and staffing.
    • Developed a novel prototyping framework which slashed costs.
    Technologies: Android, iOS, BaaS
  • CTO, Online Transactions and Gaming

    1997 - 2009
    InterSoftware Ltd, HK
    • Created one of the first in-browser software sets for online casinos. Highly successful for a number of gaming properties in Asia and Europe with a number of six-figure sales.
    • Built the PSB server for online blackjack and poker, an early server (C++) for real-time, secure, multiplayer, card-gaming. Three installations with some 20 million hands played and were bought out.
    • Operated a successful white-label prepaid debit card company. it provided software services for a number of card companies in Canada and Europe.
    • Developed software services for a number of digital currencies such as bank card interoperability and secure provisioning.
    Technologies: Financial, Real-time Gaming Technical Software

Experience

  • Fingercoaster (Development)

    I created Fingercoaster for Smaaash Entertainment, Asia—by far the world's most successful VR ride.

    It's the most complex existing VR product. A rack of PCs builds worlds in real-time, driving novel VR-motion-platform software and hardware. Riders "draw their own world" on kiosks and then pay to ride a multi-user, VR-motion experience.

    A huge industry hit, it immediately achieved seven figures in machine sales. It is by far the highest ticket sales VR attraction. It often outsells competitors (such as Cruden, Simuline, etc.) by 10-to-1 in side-by-side sites.

  • Goalstopper (Development)

    For Star Sports Asia and for the world's biggest sports brand, Ronaldo, I created a number of complex Unity-based installations and simulators.

  • Super Head-Esploder X for Viacom (Development)
    https://www.youtube.com/watch?v=DNTzKHkxki8

    One of the fastest ever hits to the top ten. A perfectly executed kid's game for the world's number one YouTube celebrities. Particular focus on perfectly handling in-app purchases at this enormous financial volume level.

    Celebrity apps are a difficult field: the direct competitor's app which was created in response completely failed.

    Just the "whacky" promotional video for Head Esploder had some 13 million views—it is by far the most successful promo video ever for a digital product for that organization.

  • PadRacer (Other amazing things)
    http://padracer.com

    We made the smash indie hit PadRacer at the time of the launch of the iPad. It made mid-six-figure sales in a couple of months.

    It was the first phone-to-pad networking game. An excellent example of generating indie sales by being the first with new technology.

    It received much coverage from Mashable, Wired, and conventional news outlets worldwide. It is an excellent example of combining a gimmick with a difficult new technology.

  • TrackTool (Other amazing things)

    I created the first good finger-to-mesh system. Starting with a line drawing, it creates a 3D mesh and other assets needed for racetracks for car-racing games. The tool set was sold to a number of studios—an example of financial success by executing a technology first.

  • ProtocolBuilder and Other Dot-coms (Development)
    http://protocolbuilderpro.com

    I built ProtocolBuilder.com for the pharma industry. Other typical app-cloud projects include Bookmovement.com (web architecture, apps, staffing), Metrie.com (AR-catalog apps), Skywall (a European social startup)

Skills

  • Languages

    Swift, C#
  • Frameworks

    Unity3D, Realtime
  • Libraries/APIs

    API Development
  • Platforms

    iOS
  • Other

    APIs, Transactions, Mesh Development, Architecture, Networks, Game Technology Development, BaaS, Product Management

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