David Edmondson

Principal Engineer at TrueCar, Inc.
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us****@****om
(386) 825-5501
Location
Los Angeles, California, United States, US

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5.0

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Patrick Ryan

At Meteor Games, everything was an engineering problem. Did a hire-up fail to communicate an idea and now expects it at the last minute? That's not an organizational discipline problem. That's an engineering problem. Did marketing decide on a last minute swap of content and bypass the entire workflow to get it in place? That's not a campaign preparation problem. That's an engineering problem. Dave quickly recognized the futility in trying to wage political warfare to convince six-figure executives on the merits of being organized. (A universally difficult task that has generally results in massive bloodshed.) Instead, he realized it was far easier to learn three programming languages to create a wide variety of scripts to assist him in automation, leveraging, and preliminary error detection. Python, Flash, PHP, MySQL... the tool didn't matter. The outcome was all that was important. His attention to detail rivals a veteran programmer. If at all possible, when starting out a QA department, tap Mr. Edmonson and have him work closely with the server-side and the client-side teams to reliably achieve optimal technical leverage out of your QA department. I actively look forward to working with him again.

Jennifer Williamson

David was my secret weapon at Meteor Games. Every producer or project manager should have a Dave Edmondson they can unleash upon the foes of bugs and inaccuracy. He took a system that was woefully inadequate (prone to error, being done by hand, often requiring massive investments of human effort to check and double check) and turned it into something that we hardly had to think about. Or to put this another way, I estimated that Dave Edmondson's presence at Meteor Games saved the company at minimum four times David's own salary. He will ask questions. He will not assume. He will find better ways to do whatever it is you're doing the long, complicated, expensive way because 'you've always done it that way.' Hire him. Hire him and let him loose to do his thing (which is to do it quicker, better, faster.) You won't regret it.

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Experience

    • United States
    • Technology, Information and Internet
    • 300 - 400 Employee
    • Principal Engineer
      • Jul 2015 - Present

      Frontend architect. Responsible for: - Worked with the UX team to create the component library used on all consumer + dealer facing pages. - Collaborated with the test engineering team to Cypress for browser automation, improving both speed and reliability of automated tests. - Led migration of the site from REST/Redux to GraphQL, including development of internal tools. - Led a team to convert code from Flow to TypeScript, with continuous teaching and support for its use. - Led fixes for an accessibility audit for a major partner, and drove teams toward self-sufficiency to ensure the site remains accessible over time. - Wrote and organized documentation for every aspect of frontend development, and guided / encouraged others to add and update docs over time. Show less

    • United States
    • Media and Telecommunications
    • 1 - 100 Employee
    • Software Engineer
      • Mar 2013 - Mar 2015

      • Developed and tested back-end and front-end code for a social networking website and mobile app for a web development startup with 25 staff.• Developed Ruby and JavaScript code using Rails, Node.js, Hapi.js and Angular frameworks and technologies.• Built a Ruby on Rails service that managed all website and mobile user authentication, authorization, account, relationship, and age verification.• Wrote the backend API for the video creation, organization, and sharing section of the site using Ruby on Rails on a PostgreSQL database.• Wrote unit, integration, and end-to-end tests while maintaining 90% test coverage.• Wrote and maintained a set of data translation Ruby, Rails and PostgreSQL scripts that covered six months of code and schema changes.• Integrated a Node.js API with a third-party moderation system using a reliable message queue.• Published an open-source npm package for the moderation service with 95% branch test coverage.• Built a content management system with Rails that was used by six front-end developers and testers to create and organize all in-house produced photos and videos, contests, and curated community photo/video playlists.• Developed a community moderation system with Rails that was used by six moderators to organize approval and rejection of user posted text, photos, and videos.• Maintained legacy front-end JavaScript code by writing integration tests and refactoring and rewriting code as necessary based on expected ROI. Show less

    • QA Engineer
      • Jul 2012 - Mar 2013

    • United States
    • Entertainment Providers
    • 1 - 100 Employee
    • QA Engineer
      • Aug 2010 - Dec 2011

      • Developed pipeline and testing tools and performed grey-box and automated testing on four Facebook games. • Analyzed content and test workflows for twenty staff to identify sources of inefficiency, prioritized tasks according to time saved versus development cost calculations, and developed content management and debugging tools to eliminate repetitive or error-prone tasks, saving 4K man hours and $150K annually. • Automated ticket creation, and developed art and database validation tools with Python, Actionscript3, and PHP used across the Production, Design, and Art Departments for a Facebook game with 1.5M daily active users. • Identified and eliminated repetitive and time-consuming tasks by reviewing an analyzing tasks during daily meetings with Artists, Project Managers, and Testers. • Created a set of scripts to simplify and validate database entry, which reduced related bugs by over 90%, and enabled the QA Department to process four times the content. • Automated ticket validation and population processes with Python, reducing weekly process time by fourteen hours. • Built an art verification tool to eliminate most technical art issues, including a UI used by eight Artists and six Testers that allowed the QA Department to test art weeks in advance of its game appearance. • Set up a daily database backup program and differencing report using Python that allowed any department to check for unexpected changes in content. • Taught weekly classes to seven Testers on JSON, specific game data formats, keyboard shortcuts, and efficiency. • Earned a promotion from QA Tester to QA Engineer, April 2011. Show less

    • Animator (Contractor)
      • May 2010 - Jan 2011

    • United States
    • Entertainment Providers
    • 700 & Above Employee
    • QA Tester
      • Dec 2009 - Apr 2010

      • Performed software and hardware compatibility testing for The Saboteur PC game. • Produced a PC compatibility issue report that included dozens of hardware configurations. • Recorded bugs for Command & Conquer 4 using Devtrack software. • Analyzed software and hardware reports from users and discovered many issues occurred only in cracked versions. • Performed software and hardware compatibility testing for The Saboteur PC game. • Produced a PC compatibility issue report that included dozens of hardware configurations. • Recorded bugs for Command & Conquer 4 using Devtrack software. • Analyzed software and hardware reports from users and discovered many issues occurred only in cracked versions.

    • Computer Games
    • 1 - 100 Employee
    • QA Tester
      • Apr 2009 - Nov 2009

      • Performed functional testing for an AAA open-world PC game, The Saboteur. • Recorded bugs in Devtrack, and wrote clear, concise, and simple reproduction steps used by developers, testers, and off-site testers in Argentina who spoke English as a second language. • Maintained one of the highest bug counts out of a team of 25 people. • Organized and maintained the forty-page project Wiki used by 25 testers. • Developed and maintained the beta test document by consolidating documentation and redesigning the interface, and eliminating previous problems with testing docs, including missed cases. • Automated test coverage and open issues reports in Microsoft Excel and AutoHotkey. • Developed single-keypress macros for image and video recording which increased video capture usage from less than 5% to nearly 100%. Show less

    • Animator (Contractor)
      • Jul 2008 - Aug 2008

      Updated previous sales and calibration videos, and expanded the total work to over 45 minutes, spanning three full product lines. Updated previous sales and calibration videos, and expanded the total work to over 45 minutes, spanning three full product lines.

    • Finland
    • Industrial Machinery Manufacturing
    • 700 & Above Employee
    • Animator (Contractor)
      • Dec 2007 - Jun 2008

    • United States
    • Entertainment Providers
    • 700 & Above Employee
    • QA Tester
      • Sep 2007 - Mar 2008

      • Performed functional testing for Medal of Honor: Airborne, and Mercenaries 2. • Recorded bugs using Devtest and Devtrack software, with clear steps, images, and video as needed. • Maintained one of the highest bug counts among a team of fifty people. • Conducted command-line server testing, finding high-severity errors and exploits. • Performed functional testing for Medal of Honor: Airborne, and Mercenaries 2. • Recorded bugs using Devtest and Devtrack software, with clear steps, images, and video as needed. • Maintained one of the highest bug counts among a team of fifty people. • Conducted command-line server testing, finding high-severity errors and exploits.

    • Animator (Contractor)
      • 2002 - 2004

    • Systems Administrator
      • 1999 - 2000

Education

  • Rochester Institute of Technology
    BFA, Film and Animation
    2001 - 2005

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