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carter@gameclosure.com http://gameclosure.com WebSocket Author Early-stage investor

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Game Closure | Engineer | SALARY: $120k - $220k | San Francisco Bay area (SF) | Tokyo, Japan | VISA REMOTE

Game Closure is building the world's most advanced javascript game technologies, including an engine, server infrastructure, analytics and marketing, among other cool products. We are hiring senior engineers who can tackle architecture and APIs for our game technology on small teams of 3-4 folks. Game Closure has raised more then $30M, and has more than 100M users supported by a small team of engineers <25

For flavor: our last project was to use redux as a server state timeline for 100M+ players; before that we used code mods to port it from our propriety module and class system to es6. There are numerous projects coming up, such as first class typescript support to facilitate better tooling and API documentation, a facial tracking/AR engine, and a react-powered webgl-based UI system.

We have projects for hosted real-time multiplayer gaming, social gaming, cross-compilation to native platforms, and many other core infrastructure tools that we would welcome your support on defining and creating.

Our technologies engine have already been in front of tens of millions of users, and we're adding millions of new users monthly. This is a high leverage position, and very senior. We welcome remote for certain folks, because we're looking to build the best small engineering team in the world, but we prefer to hire in Tokyo and Mountain View.

We are also actively looking for folks across range of leadership roles in product, engineering, and operations.

Please email linda@gameclosure.com

Subject: Game Closure Engineering: YOUR NAME HERE

Please include a personal note about your background and interests so we can prioritize your application!

I believe the original commenter was referring to a previous compensation structure which was over specified almost to a fault before we changed it. We were quite public with how it worked, so you can read about it here: https://www.cnet.com/news/silicon-valley-talent-wars-enginee...

From the article: "New hires get a base salary commensurate with their experience -- at least $100,000, and more than they were previously paid. They join with the promise, if they perform well, of automatic $10,000 monthly bumps until they hit $250,000."

We had attempted to find innovative and more fair compensation structures, but we abandoned the effort because those systems were hard to communicate effectively, which I believe is the root of the problem here.

Regardless, if my company advertised something and didn't follow through, I would put myself out there personally to follow up and make it right, as I've done here. I can say with 100% certainty that any offer from this post absolutely standard and falls within the range advertised.

Generally the process is that you send us an email, and we try to get you on the phone with the best hiring manager for the role. We often request a 3-hr work assignment, a couple of Skype calls, then move to an onsite if that makes sense for all involved.

Usually we can touch base in the first call to get on the same page. We operate a bit differently for management roles, or other key positions. Looking forward to your application if you're interested!

Hi throwaway212838,

First, that sounds pretty bad — honestly I’m sorry. It’s good to hear direct feedback, as we obviously want to do better than this outcome right here.

On salary: We previously had a program where we gave significant monthly raises in effort to drive fair and aggressive compensation in an ongoing basis. The goal was to pay more, not less, by forcing a review and adjustment on a regular cadence. However, we decommissioned that system in favor of standard offers because we struggled for a lot of reasons you pointed out about complexity. Based on a few debriefing conversations with candidates, we learned and changed to a bog standard system; now all offers are in the range listed (or higher.)

Our interview process can be involved when we’re hiring for key roles; at minimum we require a discussion with 4-5 folks, which can take 2-3 weeks. Generally the process is that you send us an email, and we try to get you on the phone with the best hiring manager for the role. We often request a 3-hr work assignment, a couple of Skype calls, then move to an onsite if that makes sense for all involved.

I can see how you’d be bummed spending the time without the expected outcome. We’ve taken a lot of risks and made plenty of mistakes building this company, but we try to adapt and improve pretty quickly. The important thing is that we try to assemble a team of honest people with big ambitions and a lot of talent… and in broad strokes we’ve accomplished that. It’s led us to an enviable market position with some awesome technologies and unique challenges. If you’re curious, we were at Facebook's F8 two weeks ago on stage talking about specific innovations at Blackstorm: http://www.pocketgamer.biz/interview/65620/blackstorm-labs-o...

If you’re willing to have a quick discussion about this by following up with me over email (carter@blackstormlabs.com) I can do my best to listen carefully, and try to return the favor if you ever want advice on something I know well, like fundraising, engineering careers, or network programming.

-Michael Carter CEO Blackstorm

Blackstorm | Engineer | SALARY: $140k - $220k | San Francisco Bay area (SF) | Tokyo, Japan | VISA REMOTE

Blackstorm is building the world's most advanced javascript game engine, among other cool products like an IDE (js.io) We are hiring senior engineers who can tackle architecture and APIs for our game engine on a small team of 3-4 folks. Blackstorm has raised more then $30M, and we have more than a million users per engineer at the company.

For flavor: our last project was to use redux as a server state timeline for 10M+ active players; before that we used code mods to port it from our propriety module and class system to es6. There are numerous projects coming up, such as first class typescript support to facilitate better tooling and API documentation, a facial tracking/AR engine, and a react-powered webgl-based UI system.

We have projects for hosted real-time multiplayer gaming, social gaming, cross-compilation to native platforms, and many other core infrastructure tools that we would welcome your support on defining and creating.

Our technologies engine have already been in front of tens of millions of users, and we're adding millions of new users monthly. This is a high leverage position, and very senior. We welcome remote for certain folks, because we're looking to build the best small engineering team in the world.

We are also actively looking for folks across range of leadership roles in product, engineering, and operations.

Please email keela@blackstormlabs.com

Subject: Blackstorm Engineering: YOUR NAME HERE

Please include a personal note about your background and interests so we can prioritize your application!

Blackstorm | Engineer | SALARY: $140k - $220k | San Francisco Bay area (SF) | Tokyo, Japan | VISA REMOTE

Blackstorm is building the world's most advanced javascript game engine, among other cool products like an IDE (js.io)

We are hiring senior engineers who can tackle architecture and APIs for our game engine on a small team of 3-4 folks. Blackstorm has raised more then $30M, and we have more than a million users per engineer at the company.

For flavor: our last project was to use redux as a server state timeline for 7M+ active players; before that we used code mods to port it from our propriety module and class system to es6. Th0ere are numerous projects coming up, such as first class typescript support to facilitate better tooling and API documentation, a facial tracking/AR engine, and a react-powered webgl-based UI system.

We have projects for hosted real-time multiplayer gaming, social gaming, cross-compilation to native platforms, and many other core infrastructure tools that we would welcome your support on defining and creating.

Our technologies engine have already been in front of tens of millions of users, and we're adding millions of new users monthly.

This is a high leverage position, and very senior. We welcome remote for certain folks, because we're looking to build the best small engineering team in the world.

Please email keela@blackstormlabs.com

Subject: Blackstorm Core Engineer: YOUR NAME HERE

Please include a personal note about your background and interests so we can prioritize your application!

Blackstorm | Engineer | $140k - $220k | San Francisco Bay area (SF, Mountain View) | Tokyo, Japan | REMOTE OK | VISA OK

Blackstorm is building the world's most advanced javascript game engine, among other cool products like an IDE (js.io)

We are hiring senior engineers who can tackle architecture and APIs for our game engine on a small team of 3-4 folks.

For flavor: our last project was to use redux as a server state timeline for 5M+ active players; before that we used code mods to port it from our propriety module and class system to es6; there are numerous projects coming up, such as first class typescript support to facilitate better tooling and API documentation, a facial tracking/AR engine, and a react-powered webgl-based UI system.

We have projects for hosted real-time multiplayer gaming, social gaming, cross-compilation to native platforms, and many other core infrastructure tools that we would welcome your support on defining and creating.

Our technologies engine have already been in front of tens of millions of users, and we're adding millions of new users monthly.

This is a high leverage position, and very senior. We welcome remote for certain folks, because we're looking to build the best small engineering team in the world.

Please email keela@blackstormlabs.com

Subject: Blackstorm Core Engineer

Please include a personal note about your background and interests so we can prioritize your application!

js.io | SF/bay (San Francisco, Mountain View)| Tokyo, Japan | REMOTE OK | VISA OK | $150k-$250k

js.io is a new IDE for HTML5 Apps / Games, AR, VR, Minecraft mods, Arduino, IoT, and more, targeting javascript as a common language. We provide developers their own persistent container, beautiful end-to-end development experiences, r remote-over-LTE/Internet debugging, one click publishing, and carefully polished community support. We value simple, frictionless experiences that cover every aspect of development, debugging, and deploying software.

Looking for front-end (javascript) and back-end (javascript, python, posix, containers), or ideally both.

Please email mc@js.io if you're interested, and include a personalized note with relevant interests and background. Please indicate your geo preferences in the subject line. Thanks!

js.io | $150k-$250k | JAPAN (TOKYO) | San Francisco, CA (SF) Mountain View, CA | REMOTE | HANOI or HO CHI MINH (VIETNAM) | VISA available for both japan or US

js.io is a new IDE for HTML5 Apps / Games, AR, VR, Minecraft mods, Arduino, IoT, and more, targeting javascript as a common language. We provide developers their own persistent container, a beautiful end-to-end development experiences, r remote-over-LTE debugging, one click publishing, and carefully polished community support. We value simple, frictionless experiences that cover every aspect of development, debugging, and deploying software.

Looking for front-end (javascript) and back-end (javascript, python, posix, containers), or ideally both. Please email mc@js.io if you're interested, and include a personalized note with relevant interests and background.

Note 1: We are also looking for a javascript game engineers, and app store / game & app portal engineers (python and javascript)

Note 2: Apologies to all who applied last month where I dropped the ball. We were not prepared for the flood of inbounds, though we did make 4 offers. We have a much better system in place this time, so feel free to re-apply if we somehow lost you.

Note 3: Remote available only for the best. We are also happy to arrange a mix of SF, Tokyo, and Remote. Full-time work in Tokyo is selective, and Japanese language is a huge plus.

js.io | SF/bay, Tokoyo, Remote | Full Time | $150k-$250k

js.io is a new IDE for HTML5 Apps / Games, AR, VR, Minecraft mods, Arduino, IoT, and more, targeting javascript as a common language. We provide developers their own persistent container, a beautiful end-to-end development experiences, r remote-over-LTE debugging, one click publishing, and carefully polished community support. We value simple, frictionless experiences that cover every aspect of development, debugging, and deploying software.

Looking for front-end (javascript) and back-end (javascript, python, posix, containers), or ideally both.

Please email mc@js.io if you're interested, and include a personalized note with relevant interests and background.

The thread actually represents a discussion between the most active maintainer (dougwilson) and various employees of IBM who now own and oversee the project, with a few confused third parties chiming in.

It looks like IBM is making some predictable mistakes, which have disillusioned dougwilson to some large extent. Simultaneously they are being fairly inflexible at fixing those mistakes and ultimately forcing abandonment, at least by dougwilson. My prediction:

1) IBM continues with the typical corporate policies which are probably not great for the sort of OSS project that involves independent contributors

2) dougwilson leaves permanently

3) the project sort of wallows a bit

4) IBM puts some resources on it, and claims it all worked out.

As to #4, they'll be sort of correct, assuming the goal was to see resources and progress on express. They'll be wrong if the goal was to properly maintain an open source community around the project.

NOTE: I don't know anything about this, but I've seen this play out many times before. I chimed in here because the other comments in this thread seem to be wildly off topic given the content of the github discussion.

Based on some of the performance issues with Android 4.4 phones, I would strongly recommend that you port your code over to the Game Closure devkit: www.gameclosure.com and www.github.com/gameclosure/devkit

It's MPL licensed, super easy to get started with, and very fast. It's pure javascript/canvas however, and doesn't support CSS or DOM-based UI.

Most striking to me is how impossible such a direct conversation would be in this day and age. In a similar situation the manager would be pretty worried about HR/litigation possibilities.

This was a fun blog post, and was shockingly prescient: SQLAlchemy rose right about this time to become one of my favorite libraries and an impressive feat of solving the ORM issue with finality.

They have a sort of low-level python SQL api, a higher level declarative ORM layer, and a custom glue that let's you wire objects and sql together in arbitrary but useful & maintainable ways.

I think this was possible because the SQLAlchemy devs had this insight: "SQL databases behave less and less like object collections the more size and performance start to matter; object collections behave less and less like tables and rows the more abstraction starts to matter."

Free Jeremy Hammond 13 years ago

Interesting:

In February 2013, the defense filed a motion asking presiding Judge Preska to recuse herself from the case on the basis that Preska's husband, Thomas Kavaler, had an email address released in the Stratfor disclosure and works with Stratfor clients that were affected by the hack. Hammond’s legal team stated that Kavaler’s status “as both a victim of the alleged crimes of the accused and an attorney to many other victims creates an appearance of partiality too strong to be disregarded, requiring disqualification”.[48][49] On February 21, 2013, Judge Preska denied the request for recusal because her husband did not recall subscribing to Stratfor's mailing list.[50]

I get your concern about supporting the web; I think it's because a lot of people really want us to be a web game engine, but we aren't. We're a mobile game engine. We simply chose "HTML5" as an API layer because of the excellent tooling around the ecosystem. It just so happens we support the web as a side-product, and that's pretty cool I think, but not really the point of the GC DevKit.

Great feedback on the fuzziness of the license WRT contributions! Overall our intention is to let people keep their source code proprietary, but protect clear bug fixes and enhancements to the core engine. We never, ever intend to come up with some "gotcha" and start charging money. Any suggestions on changes or clarifications to our license that let us accomplish that are very welcome! (Though please read our first attempt in Exhibit A "Modifications" first)

The good news is that the core native engine (c/c++/java/obj-c) is very obviously separated from the game code and so that's easy; it's just the JS libraries that we have to be precise about. Perhaps the MPL has the right wording and guidelines around that?

("The MPL is a simple, file-level copyleft license. The MPL’s “weak” copyleft is designed to encourage contributors to share modifications they make to your code, while still allowing them to combine your code with code under other licenses (open or proprietary) with minimal restrictions.")

Michael Carter here from Game Closure, I'd like to clear up some of the licensing questions.

For background, before GC I founded a non-profit that helped open source projects deal with licensing issues, CLAs, and IP around software in general. I've been involved in 3-4 large OSS projects, and I've spoken at OSCON and Pycon multiple times. I very strongly believe in the GPL, though we also wanted to let businesses use GC DevKit for commercial use under the most friendly possible terms.

Our goal is to promote GC DevKit and ensure that 3rd party bugfixes on the commercial and GPL licenses both end up in the same code base.

(1) You can use this under the GPL, no strings attached. (2) We wanted to further allow you to create commercial products, so we ADDITIONALLY offer an incredibly developer-friendly license (GCFL)

* You can release paid games on iOS or android (Note below, we should add web at some point)

* You don't pay us money, it's FREE.

* If you improve the engine, you must contribute it back to our main GPL version.

* You need to show our splash screen and let us mention your game to promote our platform.

Also, yes, we probably should allow web games under the GCFL (But you can still do it with the GPL.) We just haven't made Desktop Web a priority so we disallowed it in the license. This could easily change if enough people are interested.

You better have legal fees awarded to you as part of the damages, or have pro bono representation... a $100k damages award isn't going to pay for the $1-$2mm in costs to litigate a federal suit.

For all practical purposes the 512f has proven to be a pretty pointless tool for holding large corporation accountable.

I see, so you really think that the LPs are the true entrepreneurs -- Harvard, Stanford, various state pensions/treasury departments and the like -- the ones who invest money in VC funds.

Risking your life, status, health, happiness, and wealth in order to realize a huge, positive change in the world -- that's what it's about in my book.