Philip Edwards is a software engineer and manager in Sydney with 11 years of experience specializing in games and real-time systems, particularly Unreal Engine 3–5. He builds production-grade vehicle AI and animation toolkits, led realtime tech at Rotor Studios, and has a strong track record of shipping VR, WebGL, and cloud-hosted rendering solutions. His background spans web development, server and network administration, CI/CD automation, and on-site deployments, giving him a holistic view of how software is deployed, maintained and supported. Philip runs GDCorner and has reverse-engineered legacy game formats for a hobby engine project, demonstrating patience for low-level data recovery and adaptable design. He combines hands-on engineering with team leadership, mentoring, and process improvements to drive performance and reliability. Notably, he prototypes infrastructure-heavy personal projects—like a Jenkins multi-platform CI lab, AWS-hosted gaming communities, and GPU-passthrough VMs—bridging developer tooling and production needs.
11 years of coding experience
9 years of employment as a software developer
Statement Of Accomplishment, Machine Learning, Statement Of Accomplishment, Machine Learning at ml-class
Certificate 2, Information Technology, Certificate 2, Information Technology at TAFE NSW
Bachelor's Degree (incomplete due to return to workforce), Computer Science, Bachelor's Degree (incomplete due to return to workforce), Computer Science at University of Wollongong
iPhone Developer Training, iPhone Developer Training at jTribe
Certificate, Upgrading From Windows Server 2003 MCSA to Windows Server 2008, Certificate, Upgrading From Windows Server 2003 MCSA to Windows Server 2008 at ICOM
Convert data files from Rainbow Six and Rogue Spear to open formats.
Contributions:472 commits, 30 PRs, 225 pushes in 3 years 5 months
unreal-enginepythonblenderrainbow6unreal
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