Magine TV AB
Fullstack Developer
About the Role
I joined Magine TV to continue the development of Plejmo, a Video‑on‑Demand service that Magine had acquired from Film2Home. Since I had already worked on Plejmo at Film2Home, this role was a natural continuation — improving the platform, extending the API, and maintaining the CI/CD pipeline I had originally built.
What I Worked On
Plejmo Platform Development
I worked across the full stack to evolve the Plejmo service, focusing on stability, maintainability, and incremental improvements to both backend and frontend components.
Plejmo REST API
I kept API v1 stable and backward‑compatible while designing and implementing API v2, which introduced:
- OAuth‑based token authentication
- a new, cleaner model for delivering metadata content
- new endpoints intended for the upcoming Plejmo app
- support for third‑party integrations, including MovieZine and a Finnish VOD service in Vaasa (Whatson)
Gamification Proof of Concept
I built a proof‑of‑concept for a levels and achievements system. Because I had originally implemented Plejmo’s service‑bus architecture at Film2Home, it was straightforward to add a standalone service that subscribed to the relevant events. The PoC:
- consumed user‑activity events from the service bus
- awarded achievements and progression based on those events
Analytics Integration (Segment.io)
Segment.io was part of the production system. I implemented event publishing so user activity and platform events could be tracked consistently across clients and services.
CI/CD Pipeline
The CI/CD pipeline built around Octopus Deploy was already in good shape thanks to the work I had done at Film2Home. At Magine it was more about stewardship than reinvention. My focus was on:
- keeping the pipeline stable and reliable
- upgrading Octopus Deploy and related tooling
- deepening my understanding of Octopus and applying improvements where useful
Reflection
Magine was a continuation of the work I had started at Film2Home, but within a larger streaming‑focused company. It was steady, hands‑on engineering on a product I knew well, with room to modernize the parts that needed it and space to explore early ideas around gamification that later became a bigger part of my work.
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