Clay Schubiner
About
Clay Schubiner is from San Francisco Bay Area. Clay is currently Co-founder & CTO at Canal, located in San Francisco Bay Area. In Clay's previous role as a Engineering Manager at Canvas, Clay worked in San Francisco Bay Area until Feb 2021. Prior to joining Canvas, Clay was a Staff Engineer at Jumpstart and held the position of Staff Engineer at San Francisco Bay Area. Prior to that, Clay was a Senior Software Engineer at Airbnb, based in San Francisco from Jul 2015 to Jun 2019. Clay started working as Software Engineer at Okta, Inc. in San Francisco Bay Area in Jun 2014. From Jun 2013 to Sep 2013, Clay was Software Engineering Intern at LinkedIn, based in San Francisco Bay Area. Prior to that, Clay was a iOS Game Developer at Stutter Step Games from Jun 2012 to May 2013. Clay started working as Mobile Software Intern at Millennial Media in San Francisco Bay Area in Jun 2012.
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Clay Schubiner's current jobs
Canal is the exclusive network transforming the way products are sold online. We’re backed by the top e-commerce investors and industry leaders and are building a best-in-class team to solve a complex e-commerce challenge. If you’re interested in joining a dynamic team with amazing growth opportunities, please reach out or check out shopcanal.com
Clay Schubiner's past jobs
Led the backend engineering team at Canvas
Staff backend engineer at Canvas. Tech lead for Canvas' integrations efforts, including Zoom, Lever, Greenhouse, and Workday
Full-stack Ruby on Rails, Java, and Javascript development. Worked on the Airbnb Plus team as a backend engineer, created the Google AMP version of Airbnb’s SEO/SEM landing page, managed an intern as he ran A/B tests to increase mobile app installs, managed Airbnb’s email pipeline, built frontend components, ran many conversion-increasing A/B tests, as well as many other frontend web and backend challenges.
Created an automated testing framework to verify that authentication flows for existing apps in Okta's application network work correctly, thus increasing Okta's app count by 93%
Created a web-based social project tracking system to replace LinkedIn’s previous ticket-tracking solution using the Play Framework, jQuery, and SCSS.
I was the game's lead designer and was one of two primary programmers. Created the essentials of new features and managed their interplay with the rest of the game. I also handled Star Stream's integration with all third party libraries, including iRate, Cocos2D, and CocosBuilder. I was also responsible for developing our in-app purchasing system and allowing players to challenge each other and view online leaderboards through GameCenter. I also integrated Kamcord into the game, allowing players to share and review replays of their gameplay. On the product side, I created the idea of making a space related game, and thought of the game's unique one-swipe control scheme. I addressed all of the high-level design concerns that every game needs to address: difficulty, game length, and how to make the game fun for everyone, every time - not just the beginner or expert. Finally, I created the beta versions of the game and helped design surveys to receive feedback from our 60+ beta testers.
Created mobile apps to demonstrate the use of Millennial Media's advertising platform, find errors in the SDK, and improve the SDK's features and documentation
Was the sole programmer for Stanford Online's iPhone/iPad app, which lets SEE (Stanford Engineering Everywhere) and SCPD students view and download videos and course-related content.
Led a team in creating Copter Crush 2, a 2D side-scrolling game developed for the Xbox Live Marketplace. Features multiple levels, a variety of bosses, and detailed particle effects.