matthewedmondson.com
Matt Edmondson
Producer · Game Developer · Software Engineer · Melbourne, Australia
I've been building games and software for about 30 years, from Amiga BASIC, to custom engines in C++ and OpenGL, to co-founding an indie studio and shipping on Steam. I spent a decade at EA on the Real Racing series, and I'm now Studio Production Lead at The Three Thousands, where we're making a racing game in Unreal Engine.
The arc has been a gradual shift from writing code all day to leading the teams that do. I still review PRs, maintain build infrastructure, and catch math errors in the vehicle model. But the job is production now: coaching people, running sprints, making scope calls, keeping the machine moving.
ktsu.dev
Outside studio work, most of my energy goes into ktsu.dev, a collection of open-source .NET libraries and tools built around making invalid states unrepresentable: strongly-typed file paths, type-safe physical quantities with dimensional analysis, and a pile of utilities that eliminate the bugs that waste everyone's time. 60+ packages on NuGet and counting.
Other Things I Make
Analog synth modules, guitar pedals, CNC machines. Amateur race-car mechanic, CAD designer, 3D-print enthusiast, miniature painter, music producer, and photographer. The medium changes, the satisfaction of making things doesn't.
Writing
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Why C# LINQ Except Builds Its Own Set Instead of Calling Contains
A close look at how LINQ's Except works, why it never delegates to the collection's Contains, and how that changes when to materialize a query and which container to use.
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Direct and Empowering: A Coaching Style That Trusts People With Authority
Why I lead with recognition, follow with pressure, and try to give the people I coach authority over their work rather than just instructions about it.
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Crisis-Mode Composure: Authoring Postmortems, Not Pointing Fingers
Two infrastructure crises played out the same way. Stay calm, work the problem, communicate steadily, recognize the people who got through it alongside the team, and write the postmortem rather than pointing fingers. A producer's playbook for crisis composure as a learnable practice.
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Scope Discipline as Structural Defense
Defending project scope is a structural problem, not a personal one. The escalation curve runs from gentle reminders to admin-level locks, and each step is a defense against drift rather than an attack on someone's judgment.
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Zero-Trust for Unreal Development
Every change reaches main through the same gate (PR, review, CI), with review scaling to risk and the failsafe itself subject to review. The principle, the threat model, and how the approach actually works inside an Unreal studio.