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William Martin III

Work Experience

EngFlow Inc / EngFlow GmbH, Remote

Oct '20 — Current

Senior Full-Stack Engineer & Team Lead, Observability

Joined as the third engineer to architect EngFlow's observability stack from the ground up: a distributed system that ingests Bazel's Build Event Protocol — along with streams from other build systems — to deliver real-time build performance analysis and failure root-cause aggregation for builds running at massive scale. Built the backend in Java on PostgreSQL and cloud storage, and helped instrument the Terraform that deploys it into customer's AWS, GCP, or custom cloud infrastructure — keeping customer data inside the customer's own boundary for maximum security. Designed the TypeScript and React frontend and the GitHub and Buildbarn integrations that put engineers a single click from a failing build's root cause. Helped power customer build speedups of up to 24×, and wrote many of the metrics, alerts, on-call playbooks, and documentation to help keep the platform stable and maintainable at scale.

Lead a team of up to five engineers, driving roadmap, hiring, and cross-functional engagements. Introduced the lightweight Linear-based project tracking that's become the company's clearest signal to leadership on engineering progress and risk. Currently aiding the team's exploration of AI — both for internal productivity and as customer-facing capabilities.

SketchUp (Trimble Inc.), Boulder, CO

Front-End/Systems Software Engineer, Team Lead (SketchUp Web)

Feb '17 — Oct '20

Developed features for SketchUp Web — SketchUp's web-native modeling engine, built using C++ via Emscripten alongside TypeScript — working closely with UX designers and project managers. Migrated the frontend build from CMake to Webpack and Sass, set up testing frameworks integrated with the build system, and adopted Bamboo for CI. Integrated Google and Microsoft services for SketchUp's K-12 educational offering. As team lead, represented Engineering in agile rituals, helped with hiring, ran scrum processes, and mentored junior engineers.

Back-End Software Engineer (3D Warehouse)

Oct '15 — Feb '17

Developed and maintained the Java/MySQL back-end of 3D Warehouse — SketchUp's public repository of over three million models. Worked across API features, partner-service integrations, and CI/release tooling.

Colorado State University, ENS, Fort Collins, CO

Feb '13 — July '15

Web Programmer

Built web tools used by students, faculty, and administrators in Colorado State University's College of Engineering. Designed and shipped a college-wide budget application that replaced error-prone per-professor spreadsheets, giving accountants, faculty, and department heads streamlined visibility into departmental funds while cutting manual reporting work.

Education

Colorado State University, Fort Collins, CO

Aug '11 — May '15

B.S. Computer Science, Minor in Business Administration

Wrote undergraduate thesis on distributed ray-tracing. Was lead electrical and software engineer on a Colorado Space Grant Consortium competitive robotics team that created an Arduino rover capable of autonomously maneuvering over a Mars-like landscape.

Personal Projects

A few side projects I tinker with outside of work. Others, including art and lighting installations for festivals, aren't represented here.

DMX Controller App

Building a cross-platform stage-lighting controller — a side project for running lights at parties and events. The app presents a unified interface for controlling DMX fixtures, WLED devices, and other protocols, abstracting the underlying protocol layer so users can define patterns and effects that work across mixed fixtures, instead of running separate software for each device type. Built with TypeScript and React on a Rust core (via Tauri) that targets Linux, Windows, macOS, and iOS. Driven by frustration with existing DMX software — expensive, dated, or buggy — and a love of projects that bridge software and the physical world. In active development and frequent refactor; live at dmx-controller.app, source on GitHub.

Online RPG Engine

Built a web app for running tabletop role-playing games, in-person or remote. The core engine ran in Rust and compiled to WASM, so the same code drove both the server and every connected client — a single source of truth for game state across both sides of the wire. Features included real-time multiplayer editing, Google authentication, line-of-sight and shadow rendering for player pieces, and custom image imports for map backgrounds. Frontend in TypeScript, Vue, Sass, and Webpack; backend in Rust and MongoDB deployed to Google Cloud (managed with Terraform) and Kubernetes via Bazel; HTTP, WebSockets, and WebRTC for communication between servers, clients, and peers. Now abandonware — the infrastructure bill outran what made sense for a free hobby project.