Justin Gilman

Email Iconme@justingilman.com
LinkedIn IconLinkedIn
Phone Icon(404) 862-3683
Location Icon Ashburn, VA

Professional Experience

Software Engineering Manager, IC
Capital One
April 2025 - Present
  • Documented and refined the Contribution Model for teams contributing to the Arclight project, which included better guidance for product requirements gathering, a well-defined release process with a regular cadence, and structures for building a healthy development team culture.
  • Managed the launch of the UI Modernization Beta: designed the customer support playbook, triaged reported issues and organized teams to deploy fast-response fixes to ensure superior customer experience for over 700 users.
  • Lead the rebrand effort of the Portfolio Decisioning platform to Fractal which included migrating multi-team repos, scheduling and messaging across the company, and delivering the new experience in an ambitious timeframe.
Staff Software Engineer
Pragma Platform
March 2021 - April 2025
  • Built a game administrator web management interface called the Operator Portal where administrators can view player account information, rename display names, grant inventory items and even configure bulk emailing behaviors.
  • Trained and mentored two teams of 4-6 engineers on pair programming and TDD principles over the course of 4 months, allowing Pragma to offer an embedded developer support service to our customers when integrating with the platform.
  • Built a data rights service to keep game studios 100% compliant with GDPR and CCPA laws by providing account deletion and data request access to all player- and account-data throughout many separate pragma systems.
  • Developed a Player-facing web management interface called the Player Portal which enables users to do account-level actions such as 3rd-party authentication linking or email verification.
  • Designed and developed an extensible inventory system in server-side Kotlin allowing Pragma to reach a competitive level in the market by offering critical industry-required featuresets.
  • Designed and built an Orders and Fulfillment system that enables game studios to support player purchases on 3rd party platforms easily by communicating over HTTP using JWT authentication tokens between Kotlin shards.
  • Implemented a Bans and Suspensions system to enable game administrators to moderate behavior on their game.
  • Added Playstation 4, Playstation 5 and XBox authentication to the platform, enabling Pragma to be upgraded to Middleware Provider for both PSN and XBL.
  • Built a login queue to protect the platform from overloading from authentication traffic on launch day; integrated it into the login flow in Unity (C#) and Unreal (C++) SDKs.
  • Added party and match lifecycle functionality for multiplayer game servers for both the Unreal (C++) and Unity (C#) SDKs.
  • Designed and built a distributed, coroutine-safe leaderboard service in Kotlin in the Pragma Engine extension module, including writing all documentation for the Game Engineering team.
  • Implemented a game shard management system to organize player access across multiple game shards (regions, betas, etc).
Senior Software Engineer
STACK Construction Technologies
May 2019 - February 2021
  • Lead the design and implementation of the Arc measurement tool which became a market differentiator for STACK by allowing contractors and landscapers to measure the area and circumference of their takeoffs using geospatial shapes with curved lines in wellknowntext (WKT) format.
  • Built an in-app estimation and proposal tool that changed the entire sales approach of the company. The month estimation was released, the company hit ~200% of the monthly goal.
  • Promoted code quality and improved app stability by revamping existing tests and adding over 700 unit tests (TDD) in KarmaJS over the front-end which minimized the number of releases with bugs or significant issues.
  • Worked with the product team to prioritize quality-of-life improvements like hotkeys, search shortcuts and address-bar updates for direct linking increasing customer satisfaction NPS scores.
  • Developed a web-based drag-and-drop plan management interface in vanilla javascript so users could intuitively organize and manage their takeoff plans.
  • Built a plan thumbnail viewer that showed all files in a project and also allowed users to "scroll-to" folder sections.
  • Redesigned and implemented the takeoff template system to allow for pivot-table-esque group-by organizing by custom labels in a recursive tree structure.
  • Began the process of migrating the Stack web application away from a legacy AngularJS implementation using Clean Code principles.
Software Engineering Manager
Perficient Digital
March 2017 - April 2019
  • Managed Enterprise CMS Team of 5 developers, providing mentorship in software development practices and career counseling.
  • Lead multiple development projects in "maintenance mode" to recover from legacy unstable architecture and repair the agency reputation with various clients.
  • Wrote the main software development standards as part of the Coding Standards Committee; SOLID Programming Principles, Pragmatic Programming and Emergent Design.
  • Architected web software ASP.NET (C#) environments using Sitecore 7.2 - 9.0 to provide configurable websites for large-scale clients such as Sea Tow, Seattle Symphony Orchestra, The New York Philharmonic, Atlanta Symphony Orchestra and Tessitura Network.
  • Utilized Amazon EC2 servers and load balancers, S3 and Route 53 to provide maximum uptime for high-traffic websites as well as automated maintenance pages for unexpected outages.
Director of Engineering
LiveAnswer
October 2016 - January 2017
  • Managed 4 software development teams, 3 local in Miami and one remote in our New York office. Each team had a major component of the LiveAnswer ecosystem they owned and were responsible for maintaining and adding new features.
  • Worked closely with the CEO to plan feature changes up to 3 months in advance, correctly evaluating business value priorities and setting rational expectations for delivery timeframe in Jira Agile.
  • Promoted communication and team health by holding 1-on-1 discussions and team retrospectives after releases.
  • Built an AngularJS Single-Page Application and node.js/MySQL REST API backend to be used as an approval application for tracking deliverables.
Software Architect
Q Interactive
April 2015 - August 2016
  • Improved deployment time from several hours down to 15 minutes and reduced the number of released bugs by 90% by implementing a CI/CD pipeline using a Jenkins Continuous Integration server which runs unit tests and automates deploying to a test and production environment in a one-click deployment tool.
  • Introduced policies for code quality, taking steps to pay off 15 years of technical debt in a legacy system, including TDD, Emergent Design and SOLID Programming principles.
  • Began tracking feature requests and bugs using a Kanban board to aid in project management, introduced standups as a way for the team to communicate more effectively.
  • Worked with the devops team to gain more structured control over deployments; this included a source-controlled Red-Blue deployment script, removal of developer access to production servers (to prevent live editing of code) and a deployment history with rollback support, reduced downtime during deployments.
  • Implemented marketing tracking features using CORS to share capabilities across multiple company-owned domains.
  • Analyzed business requirements to suggest improvements for conversion rates; replaced legacy Apache servers with nginx and PHP-FPM to serve static and dynamic content more effectively.
  • Trained several interns and junior developers using pair programming; led by example while developing unit tests and programming in the SOLID principle style.
Principal Software Engineer
Cirle
July 2014 - March 2015
  • Led project management of the Surgical Navigation System with a team of 6 local and remote developers to implement innovative technology in the medical space.
  • Added features to the Surgical Navigation System in C++ to integrate a 3D OpenGL overlay with a live camera feed from a microscope insert.
  • Maintained and improved a custom OpenGL interface in Qt using Blender for modeling and Inkscape for texturing.
  • Worked closely with product designers to plan and create UI designs and functionality in the HTML5 and AngularJS frontend client.
  • Implemented the Agile development process using Jira Agile (greenhopper) for both the software and hardware teams.
  • Introduced a Continuous Integration workflow using Jenkins and GitHub; the builds and tests run immediately upon push.
  • Built and packaged shared libraries and binary executables for the Debian/Ubuntu package manager (aptitude,apt-get), to be used for QA version control and in-field software updates.
  • Built custom PHP extension using zlib and openssl for a small, secure QR Code generator website.
  • Wrote extensive software documentation to comply with the IEC 62304 and IEC 60601 Standard for Medical Device Software.
Principal Game Developer
It's Purely Mental
July 2013 - July 2014
  • Used Inkscape, Audacity and ImpactJS to develop a series of small brain-training games.
  • Used the libGDX framework to port several minigames to Android.
  • Implemented a shared private git central repository on Amazon AWS using Gitolite for repo management and private-key access restrictions.
  • Worked with a remote team over GitHub to deploy a Ruby on Rails web app to the Heroku cloud application service.
  • Designed progression mechanics for the site including training progress, daily lessons and the unlocking of various games.
Game Developer II
PopCap Games / EA Games
January 2011 - May 2013
  • Implemented gameplay and UI features in ActionScript 3 for Zuma Blitz, a social game on Facebook, initially released in 2010.
  • Implemented gameplay and UI features in C++ for Peggle 2, a AAA title on the XBox One released December 2013.
  • Wrote and maintained a Java service backend for stable, sharded userdata; optimized most commands to handle over 1000 calls a second, and have 20+ million users active in the system.
  • Wrote a deployment system to reduce release downtime from 90 minutes to 5 minutes; now in use for most of PopCap social games.
  • Wrote software in PHP and javascript to communicate with multiple 3rd party APIs including Kontagent, Datran Media and Facebook Graph with both REST and SOAP protocols.
  • Used Agile software practices and Test-Driven Development to hugely improve software stability in our Java, PHP,javascript and ActionScript3 codebases.
  • Was reviewed in EA's review process as Significantly Above Target for outstanding performance and received twoPopCap YETI (peer acknowledged) awards for excellence.
Web Developer
Pinnacle Promotions
May 2009 - December 2010
  • Previously a 1-man developer company, set up a full development environment including a deployment plan with "test" and "almost" environments, a version control system (Subversion) and robust backup systems for developers and production environments.
  • Used Linux bash scripting to automate the majority of processes previously done manually, including server updates and error reporting.
  • Set up a hardened Debian webserver and multiple virtual servers using VMWare after migrating the in-house hosting to a Rackspace solution for a more stable environment.
  • Educated other developers about potential web security risks such as injection attack and cross-site scripting; implemented a security policy to encrypt all user passwords and sign all user sessions.
Student Assistant
Georgia Tech OIT
January 2007 - April 2009
  • Managed 60+ digital signs and their interactive software in the Georgia Tech Management building including touchscreen navigation waypoints.
  • Maintained and supported dozens of classroom computers, audio systems and projectors across the campus.
  • Custom developed Linux-based thin client computer for use by students.
Junior Developer
Horizon Software International
Summers 2000 - 2007
  • Started as Quality Assurance, working seasonally. Wrote numerous automation scripts and tools to greatly improve efficiency and effectiveness of the QA team.
  • Promoted to Junior Developer and tasked with developing Point-Of-Sale K-12 food service and back office applications in Visual Basic 6.
  • Worked on OneSource Application in C#.NET, the flagship Point-Of-Sale system of Horizon Software, which has since been used in attaining many state school contracts and a contract with the DoD.

Education

Georgia Institute of Techology
Bachelors of Science, Computational Media & Human-Computer Interfaces

Technical Skills

Programming Languages:

Expert: javascript (nodejs), Kotlin, C#, TypeScript

Adept: C++, Unreal C++, C, Java, PHP

Environments:

Expert in Linux (AWS EC2, debian, ubuntu) and Mac OSX administration, proficient in Windows 11

Development Tools:

Well versed in: git, Maven, Gradle, Jenkins deployment and CI server, Buildkite, HTML5 Canvas

Comfortable in: Unity3D, Unreal 5, Android SDK, VMWare, webGL, npm, grunt, terraform, docker