John-Paul May

John-Paul May

Madison, AL, United States
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John-Paul May

John-Paul May

Madison, AL, United States
Member since October 24, 2016
John-Paul is an extremely experienced developer in OCC native and cloud engineering, as well as Unity, VR, and hardware-software devices. He has a long roster of multi-million dollar product successes for clients. He combines a savvy marketing outlook with the more difficult technical engineering. A specialist in the high-value "attractions" industry. He has led teams of all types and budgets, creating many huge successes for clients.
John-Paul is now available for hire
Portfolio
Experience
  • Games, 10 years
  • iOS, 10 years
  • Cloud, 7 years
  • Unity3D, 7 years
  • C#, 7 years
  • Virtual Reality (VR), 3 years
Madison, AL, United States
Availability
Full-time
Preferred Environment
Native particularly iOS, Financial, Cloud, Unity3D
The most amazing...
...thing was creating Fingercoaster—which is by far the most technically advanced VR system and by far the highest money-making VR technology.
Employment
  • CTO
    California Stealth Social
    2017 - PRESENT
    • Led the programming, staffing, and research for a technically challenging novel social media project.
    • Worked on a particular major subproject which was the complete development (security, topology, science, team lead) of an in-house online-offline app currency system, as no existing system was adequate.
    • Utilized Firebase in particular and other major BaaS extensively as part of the real-time "occasionally connected computing" topology.
    • Created highly effective real-time, massively multi-user solutions, using a novel server-side Swift approach. Achieved six-figure cost savings and vastly increased reliability with the novel Swift backend approach.
    • Implemented, with a data science team, the predictive/recommendation systems, incorporating Neo4J and other Node technology with "conventional" cloud technology.
    • Based on background in the most technical game physics and engineering, implemented the challenging and highly novel game-like physics and animations in native low-level iOS, Android. Used Unity3D pipeline for discovery and prototyping—vastly reducing costs and time requirements.
    • Completely managed all the "everyday" ancillary systems typical of modern product on both platforms such as Branch.io, provisioning, messaging, and more.
    Technologies: iOS, Data Science, Cloud, BaaS, Server-Side Swift, Low-Level Physics Animation
  • Cloud Lead | iOS Lead
    Texas Stealth
    2016 - 2017
    • Created and implemented a cutting-edge BaaS system. Maintained an emphasis on racetrack solutions to the real-time cloud-server issues.
    • Programmed the real-time iOS libraries and apps—emphasis on threading, instantaneous response, performance programming, for the extremely complex UX.
    • Wrote the SQLite engines (iOS and Android apps) for the novel, real-time OCC (occasionally connected computing system) with PostgreSQL on the AWS cloud-side. Handled every aspect of networking including low- and high-level sockets, REST, WebSocket, APIs, and custom multi-user servers.
    • Wrangled the day-to-day app and server development—led the problem discovery, tracking, OCC testing; also developed the APIs from transport layers to high levels.
    • Conducted all the ordinary app provisioning, app store issues, transactions, detail such as social, analytics, pipeline and workflow, and more.
    Technologies: iOS, Android, OCC Cloud Systems
  • Product Lead | Head of Research
    Smaaash Entertainment, Asia
    2013 - 2016
    • Created many hugely successful VR-attraction products, many being household names in cities with the sports-oriented Smaaash's urban theme parks.
    • Led the graphics research team in the most novel "generative" VR. Engineered in-house math packages for 3D, graphics, mesh, spline-handling, and generation involving heuristic and learning systems. Led research in novel motion capture and similar fields.
    • Engineered simulator attractions for major world sports celebrities such as Ronaldo and Sachin Tendulkar. Key in securing the Ronaldo organization's contract to parent Star Sports in Asia.
    • Created the single highest money-making VR product in existence—the Fingercoaster.
    • Created the gameplay for novel multiplayer and single-player rides and simulators such as "Jump" (a full-size motocross simulator), the Smaaash F1 simulator, "Lunar Bounce" (a 3D spinner), and various shooting, projection-cave, sports, and robotics rides and attractions.
    • Imagineered for robotics, image processing, sensors, novel networking—produced all the motion capture, animation team work, and also conventional filmmaking (for example, for the integrated-video segments for the "Goalstopper" attraction for the Ronaldo organization).
    • Created hit rides which were key to the organization's expansion into the Middle-East and their recent first opening in the USA (at the Mall of America).
    Technologies: Unity3D, Oculus, Vive, Robotics, Product Engineering
  • Game Lead
    Defy Media (Viacom), LA
    2012 - 2016
    • 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.
    • Helped establish the Unity3D cloud architecture and corporate game pipeline.
    • Conceived and executed many highly financially successful features. For example, a crowdfunding campaign which generated $258,000 for them in a few weeks, and an in-app-purchase which cost $3,000 to produce and which generated low six figures in a few weeks.
    • Organized the Unity3D cloud architecture for the social integration of the huge user base.
    • Introduced BaaS systems.
    • Streamlined the Unity3D, multiplayer networking and in-app-purchase systems for Defy's stable of game development companies.
    Technologies: Unity3D, App Store, Play Store
  • Owner
    SMHK Ltd
    2009 - 2016
    • Engineered for many brands with major successes for 15+ years.
    • Built projects for clients in the US, Europe, and Asia.
    • Focused particularly on difficult high-value technical challenges. For example, cloud engineering, "maker-" technology for games, and complex mesh generation research.
    Technologies: Unity3D, C#, VR, iOS, Cloud
  • Cloud Architect | App Engineer
    Sourcetop, NY
    2005 - 2016
    • Handled all the app engineering for this US-Asian web development company.
    • Worked on a complex iPad app BRANY for a pharmaceutical major; a streaming reviews startup for Android and iOS.
    Technologies: iOS, Android, Cloud (Parse, PubNub, Firebase)
  • App Engineer
    360Design, NY
    2009 - 2015
    • Handled all the app engineering for this design and web studio.
    • Designed the AR catalog app for Metrie building products (iOS and Android).
    • Developed a Tylko-like AR app for a furniture manufacturer (iOS, Android, and the cloud).
    Technologies: iOS, Android, Cloud
  • CTO | Lead Programmer
    de Clermont-Tonnerre, Belgium
    2011 - 2012
    • Created, in a few months, a social dot-com for a European startup that was associated with high-profile investors.
    • Performed the complete iOS and Android engineering, architecture, and staffing.
    • Worked on the cloud-side for a full-featured social dotcom using Parse and other BAAS.
    • Created a novel prototyping framework for Unity3D.
    Technologies: Android, iOS, BaaS
  • CTO, Online Transactions and Gaming
    InterSoftware Ltd, HK
    1997 - 2009
    • Created one of the first in-browser software sets for online casinos. It was highly successful for a number of gaming properties in Asia and Europe at the time with mid six-figure sales to a number of properties.
    • Built the PSB server for online blackjack and poker, an early server (C++) for real-time, secure, multiplayer, card-gaming. It had three installations with some 20 million hands played and was bought out.
    • Operated a very successful white-label prepaid debit card company. it provided software services for a number of card companies in Canada and Europe.
    • Created the SplitBot robotics prototype for a European startup—a wheeled robotics device, one of the first robotics/cloud-connected devices.
    • Provided software services for a number of digital currencies—particularly bank card interoperability and secure server 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 far and away 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. Goalstopper is a hit. It's a showpiece of Unity to low-level engineering.

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

    One of the fastest ever hits to make the top 10 in the App Store. It's a perfectly executed kid's game for the number one YouTube celebrities. A particular focus was paid on perfectly handling in-app purchases and other "annoying" technical aspects such as keeping it social in a high-volume setting.

    Celebrity apps are a difficult field: the direct competitor's app which was created in response completely failed—wasting some $200,000. Just the "silly" promotional video had some 13 million views—indeed it was and remains far and away the most successful promo video for a digital product for that organization.

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

    We made the hit—PadRacer—at the time of the launch of the iPad. It had $200,000+ in sales. It was the first phone-to-pad networking game.

    It's an excellent example of generating huge sales, through being the first with a technology. The app received much coverage at the time in Mashable, Wired as well as the mainstream press. It's an excellent example of combining a gimmick with a new technology—resulting in excellent press coverage and hence financial success.

  • TrackTool (Other amazing things)

    Built 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

    Built for the pharma industry, this is a typical complex iOS/Android apps for dot-coms with a complex server-side.

    Other examples in recent years include:
    • Bookmovement.com (web architecture, app, staffing).
    • Metrie.com (AR-catalog apps).
    • Skywall (a European social startup).

Skills
  • Languages
    C#, Swift
  • Frameworks
    Unity3D
  • Libraries/APIs
    Facebook API, Social APIs, API
  • Tools
    Parse SDK, AWS Mobile Hub
  • Platforms
    Android, Oculus Rift, Firebase, Samsung Gear VR, iOS
  • Storage
    Cloud, SQLite
  • Misc
    Google Play Store, Transactions, Virtual Reality (VR), Game Design, Games, 2D, 3D, HTC Vive, Credit Card Processing, App Store, Robotics, 3D Math, Image Analysis, Mechanical Engineering, Math
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