José Augusto Thomas, Developer in São Paulo, Brazil
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José Augusto Thomas

Verified Expert  in Engineering

Software Developer

São Paulo, Brazil

Toptal member since October 11, 2022

Bio

José is an experienced software engineer who's worked on top-grossing games with hundreds of thousands of DAUs, designing, implementing, and reviewing front-end and back-end features. As a tech lead, he's partnered with product managers to lead feature development squads of 20+ engineers. More recently, José has been working as a back-end engineer for a big tech company, primarily owning and developing features around the safety ecosystem.

Portfolio

Uber
Go, Java, Microservices
Jam City
Unity, C#, Android Studio, Xcode, Mobile Game Development, Game Development
Wildlife Studios
C#, Go, Unity, PostgreSQL, Redis, Mobile Game Development, Technical Leadership...

Experience

  • Unity - 10 years
  • C# - 10 years
  • Object-oriented Programming (OOP) - 10 years
  • Git - 9 years
  • PostgreSQL - 4 years
  • Redis - 4 years
  • Unit Testing - 4 years
  • Go - 4 years

Availability

Part-time

Preferred Environment

MacOS, Git, Homebrew, Docker

The most amazing...

...project I've worked on was a mobile game, specifically, the achievement system and the back and front end. My contributions increased the player retention rate.

Work Experience

Software Engineer II

2022 - PRESENT
Uber
  • Acted as the owner of internal services, which has at least 1,000 synchronous and asynchronous queries per second (QPS).
  • Wrote an engineering requirements document (ERD) detailing the implementation of new features and services after consulting with stakeholders.
  • Developed features in Uber's safety space using several languages and technologies such as Go, Java, React, Thrift, and Protobuf.
Technologies: Go, Java, Microservices

Senior Sofware Engineer

2021 - 2022
Jam City
  • Implemented game features like a VIP progression system and editor tool for live events visualization.
  • Adapted our internal HTTP library to work with protocol buffers and wrote custom protocol compilers.
  • Integrated several native libraries, troubleshooting and fixing issues related to native builds.
Technologies: Unity, C#, Android Studio, Xcode, Mobile Game Development, Game Development

Game Engineer | Senior Game Engineer

2018 - 2021
Wildlife Studios
  • Developed full-stack features, such as special offers, achievements, and player profiles.
  • Created full-stack modules to fasten game development using C#, Go, Postgres, Redis, and Protobuf and referred to the daily login rewards module in the portfolio.
  • Implemented a system that automatically captured standardized screenshots for each of the 150+ weapons of the game.
  • Monitored and improved app vitals ANRs and crashes, helping to bring down the ANR rate below the threshold from around 0.8% of sessions to about 0.3% of sessions by reviewing and improving native studio SDKs written in Java1.
  • Owned a feature squad alongside a product manager, composed of up to four full-stack engineers, which helped develop important features to revamp the weapon progression in Sniper3D.
  • Helped set up and track quarterly OKRs, providing high-level feature estimates for roadmap definition and reviewing feature architecture proposals.
Technologies: C#, Go, Unity, PostgreSQL, Redis, Mobile Game Development, Technical Leadership, Software Architecture, Game Development

Experience

Sniper3D

Worked on all fronts, helping to develop essential features that spanned front-end and back-end, from design to testing special offers, player profile screen, achievements, and PvP improvements and planning the project strategy and OKRs.

I led a development squad with up to four engineers and was the point of contact for everything technical related to the project, which consisted of 15 to 20 engineers.

SIS-ASTROS

The SIS-ASTROS Integrated Simulation System for the ASTROS Battery is a simulation system aimed at training the military in tactical doctrines using an ASTROS Artillery Saturation Rocket System battery.

I worked on the project as a researcher and unity engineer between 2017 and 2018. I developed key features for the client side of the simulator, such as a convoy unwrapping system that dictated how stationary military vehicles should maneuver to get back to the road so that the tire marks were minimized.

I also focused on the hierarchical A system that allowed navigating through a terrain of 1500 square kilometers, with a 200 meters latency, to find routes in the worst-case scenarios.

Daily Login Rewards Module

During my last eight months at Wildlife, I was part of a central company team helping to architect and develop modules used by Studios-in-a-box. I supervised gathering requirements, designing, implementing, testing, and documenting a new module to apply daily login rewards.

The module is plugged into games that conform to the studio in a box architecture. The feature was entirely data-driven, which could be set up and configured using the company's remote configuration tooling.

Education

2012 - 2018

Bachelor's Degree in Computer Engineering

Universidade Federal de Santa Maria - Santa Maria, Rio Grande do Sul, Brazil

2014 - 2015

Exchange Student in Computer Engineering

The University of British Columbia - Vancouver, British Columbia, Canada

Skills

Tools

Git, Android Studio, Xcode, Jenkins, Perforce

Languages

C#, Go, Java

Frameworks

Unity, Unity3D

Paradigms

Unit Testing, Object-oriented Programming (OOP), DevOps, Microservices

Storage

PostgreSQL, Redis

Platforms

MacOS, Docker, Kubernetes

Other

Mobile Game Development, Software Architecture, Game Development, Technical Leadership, Multiplayer

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