**Logan Moseley**
Software Engineer
[github](https://www.github.com/loganmoseley) ◦ [linkedin](https://www.linkedin.com/in/loganmoseley) ◦ [resume](resume)
[hi@loganmoseley.com](mailto:hi@loganmoseley.com)
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Hello. I am a software engineer building for iOS since 2010. I like simple abstractions and eureka moments that reveal the order in the chaos. I adore software that feels real and physical.
I have built large-scale apps at Block, Medium, and The New York Times. Led the NYT Crossword app from inception to >1M MAU; modernized the Medium app in-flight; co-founded the project that unified five Square POS apps into one. Comfortable building from scratch and evolving decade-old systems. Drawn to simple abstractions, fast feedback loops, and software that feels real and physical.
## Experience
*Software Engineer L6 at Square (Block)* _2022–2026_
iOS Tech Lead of Square Appointments and Square Invoices, whose audiences account for half of Square GPV.
- Co-founded the “SuperPOS” 2023 Hack Week winning project that unified all five Square POS apps. DRI for the real Appointments project, which included migrating DI, lifecycle, subscriptions, and more. It shipped. The main Square app now includes all POS modes.
- Added a technique to enable Xcode Previews for certain modules across the iOS monorepo, working around “blocking” Bazel issues. Previews built in seconds and were easier to fake, orders of magnitude faster than building the full app, saving valuable engineering time.
- Owned and advanced our SLO dashboards and crash monitoring, putting strong processes in place using Datadog, Bugsnag, and runbooks.
- Constrained Appointments data sync from concurrent to serial PUTs, solving a decade old concurrent sync issue. The change reduced server load overall, reduced 500 errors by 98%, and improved app responsiveness.
- Led our next generation Calendar UI, our defining Appointments interface, written with SwiftUI. Not yet released.
*Staff Software Engineer at Medium* _2021–2022_
Led cleanup and modernization after Medium’s multi-year iOS app reboot.
- Tech lead/DRI for 2 iOS teams in 5 time zones, CA to Ukraine. Ran weekly architecture syncs and learning sessions to improve trust and collaboration.
- Recognized that years of inconsistent patterns, sparse documentation, and slow builds were hurting the team. Gathered team input, prioritized the work, secured VP buy-in, and DRI’d the improvement project.
- Incrementally modernized the app while it continued shipping: monolith toward modularization, MVC toward MVVM, and ad-hoc UI toward a shared design system.
- Reduced build and dependency complexity by de-duping and consolidating, removing ~50K lines of internal code and ~400K lines including dependencies, with no loss of functionality.
- Resolved architectural disagreements, eg. MVVM vs Redux, by pushing toward simple patterns that were easier and faster to work in.
*Senior Software Engineer at The New York Times* _2013–2021_
Led the NYT Crossword iOS app from its inception to over 1M MAU.
- Managed evolving code, eg. Obj-C to Swift, MVC to MVVM, and 3 layout refreshes; sustained small install & runtime footprints; while proudly staying 99.99% crash-free.
- Grew a culture of documentation, in-depth code review, and a strong QA relationship. Mentored 6 engineers and interns. Started the long-running weekly functional programming meetup, which turned into a SwiftUI club: see [programming-club](https://github.com/loganmoseley/programming-club).
- Started and championed the “Server View Model” framework. Worked with the backend team to define OpenAPI specs, then wrote the Swift-code generator, network JSON decoder, and the UIKit interpreter. The server drove the UI of the app’s main tab for about seven years, 2017–2024.
*Software Engineer at OMGPOP* _2011–2013_
Built 2D iOS games including Draw Something and its sequel. Prototyped unreleased titles in small teams. OMGPOP was acquired by Zynga.
*Co-Founder & Developer of CalamitySoft* _2010–2011_
Published four music education iOS apps and a voice-controlled platformer. Wrote the code, ran the business, and handled legal.
*QA Analyst at Blizzard Entertainment* _Summer 2006, 2009–2010_
Tested internal apps and major releases: two World of Warcraft expansions and StarCraft II.
*Game Tester in Quality Assurance at Atlus* _Summer 2008_
Tested various games, mostly on Nintendo DS. It’s where I first learned how find bugs, report them, and review fixes.
## Education
*Rensselaer Polytechnic Institute* _2005–2009_
B.S. in Computer Science, Minors in Games Studies and Japanese
## Skills
Swift and Objective-C; SwiftUI and UIKit; Swift Concurrency, Combine and Grand Central Dispatch
## Footer
All credit for the Classic Mac styling goes to Damien of to [Mac Themes Garden](https://macthemes.garden). It was absolutely inspiring.
I am not affiliated with Apple, Inc.