•Designed and built observability infrastructure for the stream processing pipeline that powers error analytics that processes millions of game crashes per day using Istio, Kubernetes, Jaeger, Prometheus and Grafana.
•Worked with teams from FIFA and Nintendo to design and develop a pipeline that pulls crash information from Nintendo Crash Reporting System and pushes to EA's crash analytics platform.
•Designed, developed and led the efforts for building a ticketing system used by game developers across game studios for provisioning internal gameplay services. Used NodeJS for the backend, integrated with OKTA SSO and ReactJS for the frontend using components from BlueprintJS and an internal component library.
•Added features to a legacy JAVA application that uses a in-house web framework to support storing semi-structured data, used MongoDB and MySQL as the data stores, AngularJS for frontend.
•Worked on Risk assessments for Mirror's Edge: Catalyst, Mass Effect: Andromeda with Bioware, DICE studios and multiple teams within EADP. Worked with Game QA's to understand the game mechanics and the subsequent API calls, used tools like Gatling and Locust to create millions of synthetic players, loaded the database with synthetic data generated from friendster and other tools, ran the load tests with the projected launch capacity, worked with game teams to identify and fix the bottleneck found.