# Joshua Edwards > Senior Software Engineer | Full Stack & Game Developer | Super Nerd Location: Austin, Texas Metropolitan Area, United States Profile: https://flows.cv/joshuaedwards My journey has been unique but, as a lifelong gamer, I always knew my real passion was for creating games that reshape the industry for players. Coming out of a career in finance, I decided to start over from scratch. Self-taught for the most part, I went from being a player and fan to building a tabletop game, several video games (one is ready for launch in 2026), and securing my first software engineering role at IBM. Now I build software that is used in surgical settings, which I think speaks to my ability to ensure optimal performance. I thrive in collaborative environments where innovation, continuous learning, and efficiency drive success. I bring a strategic mindset and a commitment to delivering high-quality results that center the player experience. From a childhood playing D&D and video games across systems to teaching my kids MTG, Pokémon, and various game structures, I am beyond committed to making this my career. Let’s connect to discuss the gaming space and our shared enthusiasm for its potential. ## Work Experience ### Game Developer & Producer (N3 Games) @ Personal Projects Jan 2021 – Present I have been leading the development of Doom Cube from the ground up, and we are now schedueld for a 2026 release (check out the Steam page!). I oversee all aspects from the creation of game systems, VFX, sound, and environments through the integration of digital assets to ensure effective level building. I also manage the coding and design of UI/UX components to maximize the player experience, as well as analyze player feedback to optimize UI according to insights. Since I began work on the game, I have produced countless pixel art assets (characters, tile maps, structures, etc.) using Adobe Photoshop, Gimp, Krita, Pro-Motion NG, and Aseprite. Additionally, I source artists and develop creative briefs to ensure we're aligned on the aesthetic and concept of the game. My relationships with artists have come from expanding on work I did in earlier projects that didn't get as far as Doom Cube. This one truly has legs. ### Senior Software Engineer @ ZEISS Medical Technology Jan 2022 – Present I oversee the design and implementation of industry-leading software tools utilized in surgical settings, monitoring performance and user experience (UX) across platforms. I manage resources in AWS via Terraform to provide real-time resolution of resource shortages and performance issues. I also develop and document robust, reusable code components in compliance with regulatory requirements and industry best practices. During my time with the company, I have led the integration of legacy solutions into a new platform following the acquisition of Veracity by ZEISS, ensuring the alignment of technology programs with the cultural shift from a startup to a traditional business model. I also managed the localization of software for US and EU teams, including automation, research, and migration. Another major project was building a solution to integrate our surgical software with NextGen EMR and other healthcare solutions, enhancing our competitive positioning and improving the software's resilience and scalability, all while also reducing potential performance gaps. As a member of the first responder team, I service critical bugs and complex issues in the queue. I've sustained 98% user/customer satisfaction and exceeded 99.98% resolution of resource and performance issues. I also coach and mentor junior engineers to improve the quality of engineering and efficacy of issue resolution. ### QA/Test Developer @ IBM Jan 2020 – Jan 2022 My first job in the field after finishing Hack Reactor was with IBM, which is something I am proud of achieving. In the role, I conducted comprehensive unit, regression, and end-to-end testing for enterprise software solutions, ensuring alignment with performance standards and reliability goals. I also diagnosed and resolved software issues during production, reducing system downtime and improving the user experience. I consistently delivered 90% test coverage across projects. During this time, I developed and maintained XML/XSLT schemas for middleware systems to ensure seamless data integration across and between applications. I also continued to learn new skills to ensure I was agile and ready to pivot, earning Super Learner Gold during both years of employment for completing 200+ hours of professional development annually. ### Software Engineering Immersive Resident (SEIR) @ Galvanize Inc Jan 2020 – Jan 2020 I was selected from Hack Reactor to mentor, coach, and train students in a software engineering intensive study program. During my residency, I sustained a 92% student success rate with zero attrition. I created interactive learning tools to simplify software engineering concepts, accelerate student learning, and improve retention of core principles; these tools are still in use today. ### Game Developer @ Hack Reactor Jan 2020 – Jan 2020 Title: Quicksand Castles (Block stacking physics game) I developed an original game in 24 hours utilizing design patterns to maintain clean, scalable code for future developers, ensuring a smooth development process. This included designing both local and online multiplayer features, utilizing Unity and Photon. ### Frontend Engineer @ Hack Reactor Jan 2020 – Jan 2020 Project: Best Buy Clone I led a team of 3 engineers in daily standups in an Agile environment. We were tasked with creating product carousel for the page. I also researched how to create dynamic star rating components, as well as custom checkboxes and scrollbar sliders. From there, we built out wireframes for the carousel and all subcomponents. We then deployed each component as a service through Amazon Web Services (AWS) using a reverse proxy server to combine all components into a single functioning RESTful application. ### Back End Developer @ Hack Reactor Jan 2020 – Jan 2020 System Design Project: Seed 2 different databases with 10m items and optimize servers I researched SQL, NoSQL, and Graph databases to select the two ideal for producing the fastest query speeds for the data we needed; populated a MongoDB and PostgreSQL database with 10M entries in under 6 minutes each to create accurate benchmarks when testing query speeds; and acted as a team resource for troubleshooting issues with testing benchmarks, application errors, and code quality. ### Senior Loan Advisor @ Royal United Mortgage LLC Jan 2017 – Jan 2020 ### Game Developer @ Personal Projects Jan 2017 – Jan 2018 I started with an idea for a tabletop game, which became Battlegeddon. I planned everything from the concept and system through the aesthetic and design of individual components. My partner on the artistic elements went on to become a leading artist for Magic: The Gathering so I think I have a pretty good sense of what appeals to players! From the table to the digital space, I launched Darkmane, a 2D side-scrolling platformer with RPG elements based on the Battlegeddon system. The custom leveling system in the game included automatically calculated level adjustments and enemy experience values, improving playability and experience. For Darkmane, I built out a custom 2D physics engine for enabling player movement and terrain collision; implemented a game state object for managing camera, game animations, and player controls; and created a finite state machine so that all in-game entities could be controlled based on triggering events from the world and player actions. ### Store Manager, Vice President @ TD Jan 2015 – Jan 2016 ## Education ### Software Engineering in Full Stack Web Development Hack Reactor ### Computer Animation Full Sail University ## Contact & Social - LinkedIn: https://linkedin.com/in/joshuatyloredwards - Website: https://www.burnbright99.com - Website: https://www.instagram.com/burnbright.99/ - GitHub: https://github.com/Kptkrunch --- Source: https://flows.cv/joshuaedwards JSON Resume: https://flows.cv/joshuaedwards/resume.json Last updated: 2026-03-22