Joshua Robinson

Principal Software Engineer at NVIDIA

Paris, Ile-de-France
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Summary

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Joshua Robinson is a Principal Software Engineer based in Paris with 12 years of experience building high-performance distributed systems, storage platforms, and ML/data pipelines. He has driven product and technical strategy at Pure Storage—helping launch and scale FlashBlade and later leading file and object solutions—and now helps NVIDIA customers and research teams solve data and storage challenges for deep learning. His background spans low-level C++ systems design for petabyte-scale NAND storage, large-scale search and data-pipeline work at Google, and ML-focused prototyping on high-throughput network data. Technically fluent across Kubernetes, Spark, Trino, Go, Python and distributed filesystems, he blends hands-on prototyping with customer-driven validation and public speaking. An active contributor to tooling beyond storage, he refactored internationalization in the Solarus game engine, showing attention to modularity and cross-module integration. He holds advanced degrees from Rice University and combines rigorous academic training with pragmatic product-focused engineering.
code12 years of coding experience
job9 years of employment as a software developer
bookPh.D. Electrical and Computer Engineering, Ph.D. Electrical and Computer Engineering at Rice University
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Github Skills (8)

c-language10
game-development10
cprogramming-language10
game-engine10
game-dev10
locale9
localization9
localize9

Programming languages (6)

JavaDockerfileC++RustGoPython

Github contributions (5)

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solarus-games/solarus

Sep 2013 - Dec 2013

This repository was moved to GitLab: https://gitlab.com/solarus-games/solarus
Role in this project:
userBack-end Developer
Contributions:5 commits in 2 months
Contributions summary:Joshua primarily contributed to refactoring language-related functions within the Solarus game engine. They moved these functions from `FileTools.cpp` into a new `Language.cpp` class and corresponding `Language.h` header, demonstrating a focus on code organization and modularity. Further commits integrated these refactored language functions into other modules such as `FileTools.cpp`, `LanguageAPI.cpp`, `Settings.cpp`, `TextSurfaceAPI.cpp`, and `DialogResource.cpp`, ensuring consistent language handling across the codebase. The user's work directly impacted the engine's internationalization capabilities, allowing for easier localization and language selection.
2d-gamegamegamedevrpg2d-game-engine
joshuarobinson/iceberg

Oct 2021 - Feb 2023

Apache Iceberg
Contributions:33 pushes, 4 branches in 1 year 4 months
apache-icebergapachebig-datajavaiceberg
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