Mike Primm

Austin, Texas, United States
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Summary

🤩
Rockstar
Mike Primm is a seasoned system firmware architect and technical strategist with over three decades of experience building and modernizing hybrid hardware and cloud-native software systems. Currently at AMD, he has a track record as CTO and lead engineer across startups and enterprise companies—designing embedded firmware, device drivers, high-scale management software, and serverless SaaS platforms. He combines low-level systems expertise in C/C++ and Linux kernel work with modern cloud stacks (AWS/GCP, TypeScript serverless) and operational discipline around CI/CD and infrastructure-as-code. Mike has driven productization from prototype hardware sensors to large-scale system management for exascale supercomputers, and he’s maintained a pragmatic focus on dependency hygiene and concurrency fixes in open-source projects like the popular Dynmap Minecraft mapping plugin. Known for shifting legacy products onto modern architectures, he also manages IP and patent strategy, reflecting a rare mix of hands-on engineering, product foresight, and corporate-level technical stewardship. Based in Austin, he remains actively interested in blending practicing-engineer work with high-level architecture and product strategy.
code6 years of coding experience
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Github Skills (8)

javas10
minecraft-forge10
minecraft-fabric10
forge10
java10
concurrency9
maintenance9
performance-optimization8

Programming languages (4)

TypeScriptJavaJavaScriptRich Text Format

Github contributions (5)

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webbukkit/dynmap

Jul 2019 - Jan 2022

A set of Minecraft mods that provide a real time web-based map system for various Minecraft server implementations.
Role in this project:
userBack-end Developer
Contributions:4 reviews, 93 commits, 62 comments in 2 years 6 months
Contributions summary:Mike primarily focused on bug fixes and code improvements within the Dynmap project. Their commits addressed concurrency issues in marker sets, height value handling for ISO perspective, and model selection for fluid rendering. Furthermore, they stripped dependencies on Apache Commons Codec, indicating a focus on code maintenance and dependency management.
modsimplementationsminecraftreal-timeweb-based
WesterosCraft/WesterosBlocks

Oct 2019 - Dec 2021

Contributions:334 commits, 2 PRs, 13 pushes in 2 years 2 months
custom-blocksminecraftminecraft-modforge
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Mike Primm