John-john Tedro is a seasoned backend software engineer with 16 years of experience building performant, reliable systems from Stockholm, Sweden. His career includes solving infrastructure and growth challenges at Spotify and contributing to production-grade projects such as Tokio, wgpu, and the Rust compiler, showing deep expertise in Rust, concurrency, and low-level optimization. He’s an active open-source contributor who has improved serialization, async runtimes, graphics queue performance, and time-series aggregation logic across well-known repositories. Comfortable across full-stack game engine work to blockchain tooling, he pairs pragmatic engineering with careful code hygiene and improved developer ergonomics. Away from workplaces, he signals an open, social presence across developer communities (same handle on Telegram/Twitter), inviting collaboration and discussion.
16 years of coding experience
11 years of employment as a software developer
Computer Science, Computer Science at KTH Royal Institute of Technology
Mathematics, Computing, Mathematics, Computing at Värmdö Gymnasium
Contributions:481 commits, 209 PRs, 439 pushes in 5 years
Contributions summary:John-john contributed to several bug fixes and improvements in the core aggregation logic within the "heroic" time series database. Their work involved resolving issues within the `ChainAggregation` and addressing how aggregation-less queries are handled. The user also made changes to improve the efficiency and clarity of existing code, focusing on features such as bucket aggregations and Java 8 features. The user's contributions focused heavily on the backend of the project, specifically the metric and data aggregation components.
Data-oriented and data-driven game engine written in Rust
Role in this project:
Full-stack Developer
Contributions:47 commits, 12 PRs, 145 comments in 2 months
Contributions summary:John-john primarily contributed to improving the Amethyst game engine, focusing on features and code improvements. Their work included fixing issues in GLTF loading, removing unused dependencies, renaming system utilities, and introducing features like pausable systems. Additionally, the user modified and updated the core libraries, demonstrating a good understanding of the engine's internal structure and API.
data-drivengamegamedevrustentity-component
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