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Raymond Tang

Mobile App & Web Developer

Latest Projects

Baaad Dreams

Baaad Dreams

It's sheep counting gone baaad! You're trapped in a nightmare where sheep are on a rampage. Type in their numbers before they catch you!

Baaad Dreams is a reconception of the HTML5 game, Cellxplosion, for iPad. I developed all the code in Objective-C, using UIView animations and integrating Game Center to track players' high scores.

I updated the game using Swift and SpriteKit, greatly improving its performance with smoother animations and more efficient collision detection.

Available on the App Store

Bandwidth Monitor for TekSavvy

Bandwidth Monitor for TekSavvy

Bandwidth Monitor is an iOS app that allows TekSavvy customers to monitor their monthly bandwidth usage. Built using Objective-C, it communicates with TekSavvy’s server, consuming RESTful web services and using the JSON data returned to display the customer’s usage data.

Available on the App Store

Cellxplosion

Cellxplosion

Cellxplosion is an top-down action typing game that I developed using HTML5 for Molyjam 2012 in 48 hours with another developer and an artist. You must avoid the zombies while destroying them by dialing their cell phone numbers. Survive as long as you can!

Work Experience

EBlock

Senior iOS Developer - EBlock (Oct. 2017 - Oct. 2024)

I consistently delivered new features on schedule in two-week sprints for the EBlock iOS app, including a two-year period as sole developer of the app (Apr 2019 – 2021). I implemented a live-streaming feature with up to four simultaneous video streams for LiveLanes™ (combining physical and digital auctions into a hybrid auction experience) and added dark mode support throughout the entire app by singlehandedly updating colours in 300+ files within a month.

I created snapshot tests for new and existing features, ensuring that any undesired visual changes are detected before merging in new code. To speed up development, I wrote a fastlane script to automatically build, sign, upload, and submit builds to the App Store, saving 20 minutes each time.

BioConnect

Mobile Team Lead - BioConnect (Jan. 2016 - Sept. 2017)

I led the mobile team in designing and developing customized enterprise solutions with biometric authentication for Visa and a Canadian bank. I also developed an iOS framework and app using Objective-C and Swift that integrate third-party biometric libraries, creating a platform that authenticates users with fingerprint, eye, voice, and face biometrics.

To allow for easy installation of test builds of the BioConnect iOS and Android apps on staff and client mobile devices, I deployed a Ruby on Rails server (with Twitter Boostrap frontend) to host those builds. I also configured a Jenkins server to build, test, and upload iOS apps to the Ruby on Rails host server.

Uken Games

Software Developer - Uken Games (May 2010 - Oct. 2015)

At Uken Games, I worked on several text-based role-playing games, including Forces of War, Dark Galaxy, and Crime Inc., building new features and re-skinning these games using Ruby on Rails, MySQL, HTML5, JavaScript, and CSS.

With Mighty Monsters, I developed a matchmaking system to select the player’s ideal opponent from over 1 million players and created the AI for computer-controlled opponents in battle, choosing which moves to use. I was also responsible for the front-end iOS app, including developing an image caching system that reduces initial load times by 10 seconds.

As the Back-end Lead Developer for Bingo Pop, I was responsible for reviewing all new back-end code and deploying it to production. I reduced the response time of the Ruby on Rails backend by 100ms by greatly improving the efficiency of Active Record SQL queries and developed new features, including a store for purchasing in-game items, from back-end (using Ruby, SQL) to front-end (Objective-C for iOS, C# for Unity).