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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

  1. 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.
  2. 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

  • C#
  • C++
  • Java
  • JavaScript
  • PHP
  • Ruby
  • HTML
  • XML
  • Docker
  • Kubernetes
  • DevOps
  • TeamCity
  • Jenkins
  • GitLab CI

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.