Matthew Edmondson
Principal Engineer
- Melbourne, Australia
- Email: matthew.edmondson@gmail.com
- Website: https://matthewedmondson.com
- GitHub: https://github.com/matt-edmondson
- LinkedIn: https://www.linkedin.com/in/medmondson-aus
Profile
- 20+ years of professional software development, 15+ years in video games.
- Founding engineer who designed a game studio's DevOps, build, and release systems.
- Ten years at Electronic Arts on the Real Racing franchise, first as a C++ engineer on Real Racing 3 (500 million+ installs), then as producer and game lead for its live service, and finally as founding engineer and then lead producer on its sequel.
- Built four game engines from scratch in C++ and OpenGL, and shipped games on two of them.
- Maintainer of ktsu.dev, an open-source ecosystem of 50+ .NET projects published as 240+ NuGet packages with 2.7 million+ downloads, on shared build, versioning, and release infrastructure.
- Advocate for psychological safety, neurodiversity inclusion, and documentation as infrastructure.
Technical Skills
- Languages: Expert in C++, C#, and PowerShell. Working knowledge of PHP, Objective-C, Java, Go, Lua, Python, and JavaScript.
- Engines: Unreal Engine 5 (including UBT, UAT, UBA, Horde, Zen), Godot, Unity, custom engines.
- Build and release: Azure Pipelines, GitHub Actions, Jenkins, MSBuild, CMake, automated versioning, multi-platform releases (iOS, Android, PC, Mac, Linux).
- Source control: Git+LFS, Perforce, SVN, branching and merge strategy for large binary projects.
- Infrastructure: Azure, AWS, Kubernetes, Terraform, Bicep, Docker, Windows and Linux servers.
- Operating systems: Windows, Linux, macOS.
Experience
The Three Thousands, Principal Engineer
July 2026 to present
- Own studio technology for a 30+ person Unreal Engine studio: continuous integration and delivery, the build farm, machine provisioning, source control strategy, and developer tooling.
- Set branching and release strategy as a studio standard, and keep rarely exercised pipelines verified between uses so they work when a milestone needs them.
- Direct the build engineer's work program and own the studio's on-premises cluster, hardware fleet, and network.
- Manage technical relationships with Epic, Apple, and Microsoft, including filing upstream bug reports, fixes, and feature contributions.
- Built the studio's build orchestration and prioritization system, running across a Proxmox cluster with containerized Linux build agents and bare-metal Windows and Mac pools.
- Built the studio launcher, every developer's entry point: it clones repositories, manages project access, installs required applications, and keeps each machine on the standard configuration. It also shows the live build and job queues and the state of every build machine.
- Leading development of a native git client inside the launcher to replace GitHub Desktop, with sparse cloning, strict branch and worktree handling, and preflight checks, alongside automated dependency resolution.
The Three Thousands, Studio Production Lead and Founding Engineer
2023 to July 2026
- Joined on day one as the studio's founding engineer and architected its DevOps, build, and release systems on Azure DevOps, which remain in use today.
- Built automated forward merges from main into every active branch, so conflicts surface within minutes and the authors involved get a Slack notification. In a typical month the system makes about 1,800 merges into more than 100 active branches, against roughly 110 human pull requests.
- Built a caching proxy for the Git LFS API that cuts clone bandwidth for CI agents and remote developers, and batches lock queries to speed up large asset operations under One File Per Actor (OFPA) in Unreal Engine projects.
- Served as technical and production lead in early development of the studio's flagship project, a mobile Unreal racing game with real-time multiplayer for up to 40 players. Acted as the escalation path for senior engineering issues and critical infrastructure incidents.
- Led studio production, scaling the team and managing schedules, processes, and relationships with external partners and publishers.
ktsu.dev, Founder and Software Engineer
2023 to present | https://github.com/ktsu-dev
- Open-source ecosystem of 50+ .NET projects, published as 240+ NuGet packages with 2.7 million+ downloads, focused on expressive, maintainable code that makes invalid states unrepresentable.
- Built a custom MSBuild SDK that standardizes configuration across every repository with a single import line.
- Built a dependency-aware build orchestrator and versioning derived from git history, with GitHub Actions handling test, analysis, pack, and publish across all repositories.
- Flagship libraries:
- ktsu.Semantics: strongly typed, self-validating domain types for strings, paths, physical quantities with dimensional analysis, color, and music.
- ktsu.ImGuiApp: a desktop application framework on Dear ImGui with 90+ widgets, theming, and a node graph editor.
- ktsu.PreciseNumber: an arbitrary-precision numeric type that pairs scientific notation's range with BigInteger's precision.
Real Racing Next, Founding Engineer, Lead Producer, and Game Lead
2021 to 2023 | Electronic Arts / Firemonkeys
- Laid the engineering foundation with the technical director, building the tech and gameplay demo and researching the key technical decisions ahead of pre-production.
- Built foundational systems, including the UI and menu navigation framework and the first-time user experience and tutorial framework, before moving to full-time production.
- Grew the team to 30+ contributors and shipped a Live Market Test of the Real Racing 3 sequel on schedule after 12 months, exceeding all KPIs.
- Built a team culture, process, and onboarding handbook that other studio teams adopted, and the team became the studio's highest performer.
- Continued development toward an open beta on Apple TestFlight for a further 12 months, until the racing division moved offshore in a company restructure.
Data Explorer, Producer, Architect, and Software Engineer
2020 to 2021 | Electronic Arts / Firemonkeys
- Researched, pitched, and led a small team building a data authoring, automation, and visualization platform for game development.
- Mapped each discipline's workflows and pain points, and delivered, within 12 months, a tool that every user preferred over their existing workflow.
- Saw it adopted by multiple studio teams, where it reduced developer errors and freed time for creative work.
Real Racing 3, Producer and Game Lead
2016 to 2020 | Electronic Arts / Firemonkeys
- Planned 12 to 18 month live service roadmaps covering content, features, technical improvements, and partner integrations, and delivered updates on a six to eight week cycle.
- Prioritized the backlog by impact, effort, and risk, and tracked KPIs and player sentiment to steer it.
- Managed partnerships with vehicle manufacturers and series (including Formula E, McLaren, and Nissan), and presented to players on Real Racing TV.
Real Racing 3, Software Engineer
2013 to 2016 | Electronic Arts / Firemonkeys
- Built an arcade build for Fanatec wheels and pedals for the Porsche Experience Center in Leipzig. It became the platform for Formula E's E-Race series, where drivers raced fans on site in 8-player real-time multiplayer on Formula E's live broadcasts.
- Built race replays and a cinematic broadcast camera AI.
- Built cheat prevention: memory obfuscation, asset encryption, digital signing, and file verification.
- Built Race Teams, the game's guild system, with a real-time chat service.
- Built UI and text rendering that worked across hundreds of device models.
- Optimized backend and server performance as the player base grew into the hundreds of millions.
- Cut build times, and built process automation, content validation, and content creation tooling.
- Built telemetry and data collection, Party Play split-screen multiplayer, gamepad support, and a Samsung Gear VR prototype.
Manic Game Studios, Co-founder, Producer, and Technical Lead
2010 to 2015 (part-time from 2013)
- Co-founded and ran a self-funded independent studio for five years.
- Released Critical Mass, a 3D puzzle game on Steam for PC and Mac, built on a custom C++ and OpenGL engine.
- Built a new cross-platform engine with DeNA to port and publish Polyform, the mobile version of Critical Mass.
Lime Australia, Systems Analyst and Software Engineer
2005 to 2009
- Designed and delivered a customer relationship and compliance system for a telecommunications retailer with millions of contacts.
- Built VoIP contact automation software supporting thousands of concurrent outbound calls while enforcing Do Not Call compliance.
- Managed operation and maintenance of the company's information systems.
Interests
- Playing games for 35 years, and designing them since age 8.
- Frequent game jams since 2012, including several Global Game Jams.
- Industrial design, CAD, 3D printing, and machining.
- Microcontrollers, electronics, synthesizers, and music production.
- Digital art and photography.
References
Available on request.