Terry Suereth tsuereth@tsuereth.com https://tsuereth.com I do the whole thing: programming in any language, build engineering, system administration, devops/site reliability, distributed system architecture, ops and monitoring. I'm passionate about using - and making - automation to detect or avoid quality defects. I love to solve hard problems with technology. And I use code reviews, documentation, and goofy slideshow presentations to teach and share those solutions with team members. EXPERIENCE Software Engineer III, Riot Games - R&D (Bellevue, WA) September 2023 - Present * Unannounced game project. Senior SDE, Principal SDE, Microsoft - Xbox Game Streaming (Redmond, WA) January 2020 - September 2023 * Architected and implemented cloud-based "test lab" infrastructure, services, agents, framework integrations, and reporting to automate test execution on various product applications. (Azure, Docker, Windows, WebDriver, Selenium, Appium, C#, ASP.NET, TypeScript, NPM, Terraform) * Contributed to numerous cross-team projects and frameworks for automated testing, service health monitoring, and product telemetry analysis. (Azure, Azure DevOps, C#, TypeScript, NPM, Kusto) * Developed tooling and processes to actionably diagnose user feedback and bug reports. (C++, C#, ASP.NET, TypeScript, NPM) * Led my dev team's code quality standards, build and release workflow architecture, monitoring routines, and security policy compliance. Software Engineer II, Senior SDE, Microsoft - 343 Industries (Redmond, WA) April 2017 - December 2019 * Developed user-facing functionality for Halo Infinite. (C++) * Implemented and analyzed performance telemetry for asset-pipeline tools. (C++, C#, Kusto) * Spearheaded an initiative to improve narrative tools and functionality. (C++, C#) * Built a team targeting development-lifecycle and productivity improvements, focusing on processes to streamline build stability and incident responsiveness. Senior DevOps Engineer, Wargaming Seattle (Redmond, WA) May 2016 - March 2017 * Created a continuous build, test, and deployment system for a fleet of microservice applications, allowing the team to stabilize application delivery in the run-up to a full release. Re-engineered existing build processes to optimize iteration time. (Jenkins, Docker, Mesos/Marathon, Consul) * Created, administered, and monitored deployment infrastructure to support in-house developers as well as external customers. (CentOS, AWS, Puppet, Sensu, PagerDuty) * Developed and debugged application features, and participated in core development code reviews. (Java, Nginx, Go) DevOps Engineer, Glu Mobile (Bellevue, WA) May 2015 - May 2016 * Monitored, maintained, and enhanced both development and production infrastructure for Deer Hunter 2016 leading up to and following a worldwide launch. Investigated and resolved issues in infrastructure and in code. This game was determined to be Glu Mobile's most cost-efficient-per-user title as of April, 2016. (AWS, Docker, TeamCity) * Drove continuous measures to increase service reliability for Deer Hunter 2016, especially the rapid detection of potential health issues, and the reduction of false health alarms. The game service experienced almost no downtime during this period. (Grafana, Sensu, PagerDuty) * Developed and debugged game server features for Deer Hunter 2016, and participated in core development code reviews. (Java, Unity) * Maintained and debugged studio-wide technologies. (Perforce, TeamCity) Software Engineer, Senior Software Engineer, Nintendo of America (Redmond, WA) May 2009 - May 2015 * Developed application features, backend functionality, and build systems for multiple Nintendo game console system features and game-developer tools: Nintendo Zone, an application and service for marketing partners to provide HTML-based content to Nintendo 3DS users (C++, GNU Make, HTML, CSS, Perl, MySQL); Nintendo Web Framework, a Webkit-based game dev environment and runtime for Nintendo Wii U (CMake, GNU Make, MinGW-GCC, C++, distcc); Nintendo Dev Interface, a tool- and dependency-management service to support Nintendo Wii U game developers (C#, OAuth, PHP, Javascript); Nintendo Developer Portal, a web-facing system for developers and publishers to create and submit games (Python, Puppet, Java). Embedded Software Engineer, Adeneo Embedded (Bellevue, WA) May 2008 - April 2009 * Drove the development of .NET Micro Framework technology within Adeneo and in cooperation with Microsoft. Implemented basic hardware/peripheral drivers, as well as new features including audio playback and PWM control. (C/C++, C#, ARM) Associate Engineer, Nintendo Software Technology (Redmond, WA) May 2007 - May 2008 * Researched and developed emulation optimizations and corrections for Virtual Console 64 to adapt Nintendo 64 games for the Nintendo Wii. Improvements in emulation accuracy allowed for the release of new games on the service including Mario Golf. (C/C++, PowerPC, MIPS) EDUCATION DigiPen Institute of Technology (Redmond, WA) Winter 2004 - Spring 2008 Bachelor of Science in Computer Engineering, Minor in Mathematics. Academic experience including circuit analysis, microcontroller programming, embedded system design, assembly programming, and C/C++ development. SKILLS * From-scratch development and legacy debugging/maintenance of projects in diverse languages and environments: Bash, C/C++, C#, Java, JavaScript/TypeScript, Perl, Python, and many others. * Build engineering, from Makefile authoring, SCM administration, and toolchain management to automated test integration, release management and continuous deployment (CI/CD). * Infrastructure architecture and operations, including Linux system administration, Docker container builds and execution, network security management, log and metrics monitoring, and various cloud service integrations in Azure and AWS.