Jon Bonazza is a software engineer with 13 years of experience building scalable, distributed backend services for the games industry, from cloud-streaming at PlayStation to multiplayer mobile titles. He has held senior and infrastructure roles at PlayStation and Epic Games and recently led backend architecture for NantGames' Mythwalker, including migrating a Kubernetes development environment from Azure to an on-prem data center. Hands-on in production observability, he integrated Datadog across environments and pairs systems-level debugging with service design—comfortable fixing engine-level race conditions in the open-source Engo engine as well as designing RESTful, NoSQL-backed backends. Active in open source, his contributions include GitHub services integrations (the devaria service) and engine stability improvements, reflecting a rare blend of low-level concurrency work and large-scale infrastructure delivery.
13 years of coding experience
13 years of employment as a software developer
Bachelor's degree, Computer Science, Bachelor's degree, Computer Science at Fairmont State University
Contributions summary:Jon focused on integrating and developing services for the GitHub services platform. Their primary contribution was creating the `devaria` service, which involved defining configurations and handling various events like push, member, and issues. They implemented HTTP requests and designed the service to interact with an external API. The user also addressed bugs and made significant changes to the configuration, including fixing a URL and updating the parameter names.
Engo is an open-source 2D game engine written in Go.
Role in this project:
Backend Developer
Contributions:6 commits, 7 PRs, 1 branch in 5 days
Contributions summary:Jon primarily contributed to the game engine's core functionality, focusing on improving concurrency and stability. They addressed race conditions in message dispatching by making a copy of the handler list. Furthermore, they refactored code to use channels for signaling game closure, improving implementation. The user also fixed several linting issues, and addressed a race condition related to the GLFW window closing. They also fixed an issue in shader comparisons and added sprite batching functionality.
golang2d-game2d-game-enginegame-developmentopengl
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