Software · Systems · Engines
Justin Edwards
Principal enterprise architect. Founder of a game studio.
Software development professional driven to increase team effectiveness, focused on usability and performance improvements, with a proven history of developing useful, efficient, and cost-effective projects.
- Now
- Principal Enterprise Architect
- Since
- Writing software professionally since 2014
- Studio
- A game studio
- Engine
- Throne of Games
- Based
- Florida, remote
01 / Work
What I'm building
Products from a game studio I run alongside my day job — on an engine and infrastructure we wrote ourselves.
Throne of Gamesthe engine site ↗A from-scratch C++26 game engine built on static reflection, with its own Vulkan renderer.Engine
Vaelthornvaelthorn.com ↗Dark-fantasy RPG with four irreconcilable endings, the first game on the engine.Game
OsmiumStackosmiumstack.com ↗Projects, billing, and per-client Kubernetes for creative agencies.Platform
TaskTruthtasktruth.com ↗The accountability layer that catches the commitments you make in passing.Product
GraceHubgracehub.io ↗Worship software that gets out of the way. Free for every church.Product
02 / Experience
Work history
-
Principal Enterprise Architect
- Built an outstanding and dynamic team of software engineers and developers, which significantly boosted the overall success of the organization.
- Led the enterprise development initiative as subject-matter expert and primary point of contact for project management staff.
- Consulted regularly with internal customers and stakeholders on application development status, new project proposals, and software-related technical issues.
- Adjusted design parameters to boost performance and incorporate new features.
- Improved system performance by making proactive adjustments and resolving bugs.
-
Programmer
- Wrote highly maintainable, solid code for the company's search system, forming its core framework and earning consistent praise from subsequent developers since the initial version.
- Performed regression and system-level testing to verify software quality and function prior to release.
- Collaborated with developers and performance engineers to enhance supportability and identify performance bottlenecks.
- Updated documentation with project deviations to capture changes.
- Coordinated technical requirements for projects with all internal and external stakeholders.
- Streamlined the deployment process by developing continuous integration tools.
03 / Skills
Languages, tools, and the rest of the job
Languages & platforms
Technical knowledge
- Virtualization technologies
- Team leadership and oversight
- New employee mentoring and training
- System improvement, development, and administration
- Network development and administration
- Software documentation
- Requirements gathering
- Build and deploy releases with TeamCity, Jenkins, and GitLab CI
After hours
Game engines and the games on them
In my free time I build a custom game engine and design first-person puzzle and exploration games in C#, C++, and Godot with Jolt Physics, including full game design documents and story bibles. The work keeps me close to low-level performance, memory, and real-time systems.
Let's talk about what you're building
For work, the studio, or the engine. Email is best; the line below reaches the studio.