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Mountain View, California, United States
I am a Software Development Lead, a hands on Software Architect and a Passionate Polyglot Programmer. I currently work at Disney Interactive as a Development Lead where I get to make large scale back-end systems for massively popular Disney games. I am an expert in building highly scalable servers with Java/Ruby frameworks in conjunction with SQL/NoSQL database...
I am a Software Development Lead, a hands on Software Architect and a Passionate Polyglot Programmer. I currently work at Disney Interactive as a Development Lead where I get to make large scale back-end systems for massively popular Disney games. I am an expert in building highly scalable servers with Java/Ruby frameworks in conjunction with SQL/NoSQL database solutions. I’ve experience in designing distributed systems using Service Oriented Architecture and developing RESTful APIs serving millions of users. I love to architect top notch high quality applications. I take joy and pride in building and shipping software products. As a professional I am highly focused, pragmatic and result oriented.Platform Engineer @ From July 2014 to Present (1 year 6 months) United StatesDevelopment Lead @ Led development of different highly scalable ( > 8 Million DAU) online games for different social and mobile platforms such as iPhone, Android and Facebook. Worked as a Development Lead in many successful projects for the company such as “Star Wars Commander” and other Marvel/Disney titles. Designed and modified new and existing system architectures for high scalable solutions. Developed practical solutions for critical problems like designing cheap, fast and deterministic algorithms for game AI and gameplay etc. * As a Dev Lead I was responsible for Game AI and Battle Replay sub-systems in Star Wars Commander. Both of these features are very core parts of the game. Star Wars Commander was featured by Apple and was in Top 3 free mobile apps, Top 10 grossing and was on the top of the list in Games category in Apple’s app center. * Designed high performance and low memory footprint algorithms for Artificial Intelligence simulation and critical gameplay problems like pathfinding for variable sized entities, multi-dimensional weight based targeting and state machine based entity simulation. All these algorithms are deterministic in nature for flawless playback support. * Designed and implemented a Spatial Indexing based multi-dimensional data structure to enable high-performance in-memory search. * Implemented an Entity Component System (ECS) based architecture on top of Unity Game engine. This architecture helped to keep logic decoupled, reuse code extensively and easily extend core functionality. Also developed a light-weight application level system scheduling (green thread scheduling) mechanism on top of it to achieve high frame rate in low-end devices. From October 2011 to July 2014 (2 years 10 months) Development Lead @ * Architected entire Data Access Layer for Project Gangstown to attain high scalability and performance using Unit of Work pattern. Reduced round trip response time to average 0.2 seconds from 10 seconds for 200 requests per second per server. Designed and implemented the whole solution in two weeks in a project that was feature complete but failed badly in a load test. * Reduced internal cloud database usage (built on top of MongoDB) by caching documents and their states in local memory throughout a request, using Memcache as Level 2 cache for reads and applying partial updates to the cloud. Changes for partial updates were calculated by finding the difference between before and after states for all documents for a request. After the implementation, 90% of reads were coming from Memcache and maximum 1 cloud write per document per request was made. This resulted in around 75% reduction in the number of cloud transactions per second and almost 90% reduction in cloud data transfer. * Architected and implemented a high-performance Message Queue using Memcache and PHP for Mobile and Facebook push notification systems. It can work with multiple producers and a single consumer. The enqueue method is atomic and so multiple processes can concurrently push elements without any disruption. Performance test yielded around 2200 operations per second with 10 concurrent processes enqueueing 256-byte documents with a single Memcache server. * Designed a matchmaking algorithm to match a player with potential similar level random attackees for Player vs Player attacks. Finding random records from MongoDB was not trivial, paging with large random offsets is very expensive and could result in crashes. This algorithm does it efficiently with a very low footprint. From May 2010 to October 2011 (1 year 6 months) Web Application Engineer @ Helped in the development of The Scratch Online Community (http://scratch.mit.edu) - an open-source social media site for Scratch contributors. Modified the architecture and optimized codes to accommodate more users with the same set of hardware. Also developed many new features for the site. * Scaled up the website using Memcache to support twice as more users. Designed and developed a Notification System that would notify users when their projects get liked, commented, shared, remixed or their friends upload projects etc. * Architected and implemented a solution to show remix tree (like GitHub network graph) for projects. The solution exposes a REST API that returns a JSON and is accessed by JavaScript to generate visual graphs. * Helped the Scratch team to run different A/B tests, accumulate results and generate reports for research purposes. * Rewrote a code analysis function that evaluates projects uploaded by users written in Scratch to fetch different coding attributes like usage of different coding blocks, the number of sprites, project’s remix history etc. The earlier implementation was unreliable and slow. Used that data to generate reports and remix trees. From September 2008 to July 2010 (1 year 11 months) Technical Manager @ Led and managed development teams spread across the world and built different social applications and games for different platforms including web, iPhone and Facebook. I was the first engineer at Trippert. I helped to grow the team to around 40 people, established processes to manage globally distributed teams and assisted in creating a culture for a fast paced and exciting work environment. Played many different roles along the way from engineering management to business operations involving a variety of job duties such as helping to recruit, managing accounts, searching for and setting up new offices, mentoring new developers and designing and developing engineering solutions. I helped Trippert to set up an office in Bangladesh and build up a workforce there that can tackle the hardest engineering challenges. Disney owned that workforce after the acquisition. From June 2007 to May 2010 (3 years) Author @ Coauthored the book “CakePHP Application Development” (https://www.packtpub.com/ cakephpapplicationdevelopment/book). The book provides a stepbystep introduction to rapid web development using the opensource MVC CakePHP framework. This book was the first internationally published book in English on the CakePHP Framework. From October 2007 to September 2008 (1 year) Development Engineer @ Led the development of a travel based blogging platform named Trippert (http://www.trippert.com). From January 2007 to June 2007 (6 months) Web Application Developer @ Involved in the development of the first version of LanDev - an online ERP solution for urban land development companies. From July 2006 to December 2006 (6 months) Lead Developer @ From June 2004 to December 2006 (2 years 7 months) Master’s Degree, Computer Science @ University of IllinoisBS, Computer Science @ NSU Anupom Syam is skilled in: Git, Subversion, jQuery, Apache, REST, Ruby on Rails, MySQL, JavaScript, Java, PHP, Web Applications, Test Driven Development, Web Services, Software Development, JIRA
Evernote
Platform Engineer
July 2014 to Present
United States
Disney Interactive
Development Lead
October 2011 to July 2014
Playdom
Development Lead
May 2010 to October 2011
MIT Media Lab
Web Application Engineer
September 2008 to July 2010
Trippert Labs
Technical Manager
June 2007 to May 2010
Packt Publishing
Author
October 2007 to September 2008
Trippert Labs
Development Engineer
January 2007 to June 2007
Alliance Creation
Web Application Developer
July 2006 to December 2006
Sphuron Labs
Lead Developer
June 2004 to December 2006
What company does Anupom Syam work for?
Anupom Syam works for Evernote
What is Anupom Syam's role at Evernote?
Anupom Syam is Platform Engineer
What industry does Anupom Syam work in?
Anupom Syam works in the Information Technology and Services industry.
Who are Anupom Syam's colleagues?
Anupom Syam's colleagues are Leonardo Sampaio, Letícia Sanchez, Olav Dam, Alix Jacobson, Marie Huitsing, Carmen Verrier, Mandisa Oosterling, Rohan Dhruva, Vince Francesi, and Jeff Luy
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