Build revenue systems
Lead architecture and implementation across multi-partner advertising networks, their subsystems, and sales channels.
John Dean / Flick · Principal Architect
I’m John Dean, known online as Flick. I’m a Principal Architect at GIPHY with 25+ years building and operating systems across developer tools, consumer products, cloud platforms, MLOps, monetization, and AI agents. I stay close enough to the code to know when the architecture is lying.
Principal Architect · GIPHY
At GIPHY, I lead architecture and implementation across monetization and advertising systems, including multi-partner ad networks and privacy-conscious targeting designed around applicable global regulations. The goal is practical: grow revenue without sacrificing user trust, reliability, or the product people use as a visual language.
Lead architecture and implementation across multi-partner advertising networks, their subsystems, and sales channels.
Use legally sourced data and treat privacy regulation as a system constraint, not a post-launch disclaimer.
Guide migrations, operational improvements, and design reviews inside mature systems that cannot simply stop.
Address incidents, outages, and unexpected product behavior across multiple teams and systems, often under time pressure.
Architectural lens
Architecture has to survive contact with reliability, cost, permissions, developer experience, product behavior, and the humans operating the system after launch. Elegant boxes are nice; a system that keeps working on Tuesday afternoon is nicer.
Agent identity, orchestration, tool boundaries, permissions, durable state, and the product systems around models.
APIs, developer tooling, service boundaries, reliability, cost, and systems that teams can operate.
Architecture that reaches the interface while respecting revenue, experimentation, partner, and customer consequences.
Platforms, CI/CD, observability, standards, and paths that let teams ship and operate systems safely.
Selected work
Independent platform · Public
The House is the platform. Influence is its first production game: persistent agents, multiplayer orchestration, scoped tools, replay, analysis, and operations.
Principal Architect · 2024–Present
Technical direction and hands-on delivery across multi-partner advertising networks, privacy-conscious targeting, search, content delivery, partner, API, reliability, cost, and platform systems.
Two tenures · November 2015–July 2019 and 2022–2024
Browser-based creative products, Shutterstock’s first AI image-editing tool, partner integrations, marketplace modernization, cloud migrations, Kubernetes, delivery, and production support.
Enterprise MLOps · 2020–2022
Employee #6 with end-to-end ownership of everything that touched the browser: React, GraphQL, contractors, releases, enterprise integrations, support, and on-call.
Archived game modernization
A long-running software-preservation project: a data-driven adventure runtime shipped across browser, desktop, and mobile packaging. Source history survives; the original services do not.
CaptEmulation → 0xFlicker
Developer libraries, autonomous game agents, serverless systems, protocol tooling, and smart contracts across two public GitHub chapters.
Career throughline
I started in embedded systems, moved through mobile, streaming, consumer web, cloud platforms, ML operations, and internet-scale media, and now build AI-agent systems. The recurring work is turning unfamiliar constraints into software people can use and teams can operate.
What’s next
I’m based in Colorado and exploring remote Principal and Staff+ engineering roles focused on production AI systems, distributed systems, and technically difficult products.