Jon Bonazza is a seasoned software engineer with 14 years building scalable, distributed backend systems for the games and cloud domains, including PlayStation cloud gaming, Epic Games' internal developer platform, and mobile MMO backends. He has deep hands-on experience architecting production services, migrating Kubernetes environments, and instrumenting observability across fleets using tools like Datadog. His open-source work includes stabilizing concurrency and messaging in the Go-based Engo game engine and integrating event-driven services in legacy GitHub service tooling, showing a blend of game-focused systems thinking and practical integrations. Based in Covington, WA, Jon brings a pragmatic engineering style honed on constrained infrastructure early in his career and proven at scale in large studios and small startups alike.
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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