Noah Beard is a Process Data Orchestration Platform Engineer with nine years of software engineering experience, blending cloud-native back-end work at AWS with game-engine systems development in the Godot community. He built and maintained features across multiple AWS IoT SDKs and CRT libraries, modernized CI/CD pipelines, and contributed meaningful SDK shadow handling improvements in Python. Parallel to his cloud work, he authored a 2D/3D inverse kinematics system for Godot (a widely used open-source game engine), fixed complex IK bugs, and ported demo projects while producing tutorials and docs. Comfortable leading remote and cross-time-zone teams, he also grew and managed a community forum to 10k+ users, demonstrating both technical depth and community stewardship. Noah’s rare combination of low-level C/C++ runtime work, multi-language SDK bindings, and hands-on game-dev tooling makes him effective at solving systems problems that span runtime, tooling, and end-user documentation.
8 years of coding experience
2 years of employment as a software developer
Bachelor's degree, Computer Science, Undergraduate, Bachelor's degree, Computer Science, Undergraduate at Thomas Edison State University
Next generation AWS IoT Client SDK for Python using the AWS Common Runtime
Role in this project:
Back-end Developer
Contributions:15 releases, 32 reviews, 40 commits in 11 months
Contributions summary:Noah focused on enhancing the AWS IoT Python SDK, specifically addressing shadow functionalities. Their work included rebuilding shadow bindings, adjusting samples to accommodate model generator adjustments, and improving the handling of null values within shadow states. The changes modified the shadow state representation and to_payload methods, improving the SDK's ability to handle cleared data effectively. They also refactored command-line argument parsing and updated the SDK to use the latest CRT.
Contributions:36 commits, 18 PRs, 90 comments in 2 years 10 months
Contributions summary:Noah primarily focused on porting existing demo projects to Godot 3.0 and later versions, indicating a focus on code adaptation and modernization. Their contributions included updating UI components, fixing bugs related to user input, and modifying particle systems and scene structures. They also introduced new UI features and demo scenes, which suggest a combination of front-end and potential back-end/scene graph interaction development within the Godot engine.
templategodot3godot
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Noah Beard - Process Data Orchestration Platform Engineer