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Brad Edwards Email & Phone Number

Advanced Software Engineer at Warner Bros. Entertainment at Warner Bros. Entertainment
Location: South Jordan, Utah, United States 8 work roles 2 schools
1 work email found @warnerbros.com 2 phones found area 844 and 888 LinkedIn matched
✓ Verified August 2026 4 data sources Profile completeness 100%

Contact Signals · 1 work email · 2 phones

Work email b****@warnerbros.com
Direct phone (844) ***-****
LinkedIn Profile matched
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Current company
Role
Advanced Software Engineer at Warner Bros. Entertainment
Location
South Jordan, Utah, United States
Company size

Who is Brad Edwards? Overview

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Quick answer

Brad Edwards is listed as Advanced Software Engineer at Warner Bros. Entertainment at Warner Bros. Entertainment, a with 11496 employees, based in South Jordan, Utah, United States. AeroLeads shows a work email signal at warnerbros.com, phone signal with area code 844, 888, and a matched LinkedIn profile for Brad Edwards.

Brad Edwards previously worked as Advanced Software Engineer at Warner Bros. Entertainment and Principal Engineer at Lucid. Brad Edwards holds Master’S Degree, Computer Science from Brigham Young University.

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Email format at Warner Bros. Entertainment

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{first}.{last}@warnerbros.com
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AeroLeads found 1 current-domain work email signal for Brad Edwards. Compare company email patterns before reaching out.

Profile bio

About Brad Edwards

Brad Edwards is a Advanced Software Engineer at Warner Bros. Entertainment at Warner Bros. Entertainment. He possess expertise in game development, gameplay, video games, xbox 360, software design and 13 more skills.

Listed skills include Game Development, Gameplay, Video Games, Xbox 360, and 14 others.

Current workplace

Brad Edwards's current company

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Warner Bros. Entertainment
Warner Bros. Entertainment
Advanced Software Engineer at Warner Bros. Entertainment
burbank, california, united states
Website
Employees
11496
AeroLeads page
8 roles · 33 years

Brad Edwards work experience

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Principal Engineer

South Jordan, Utah

Jul 2016 - Jul 2019

Lead Programmer

Helped create Disney Infinity 3, Disney Infinity 2, Disney Infinity, Cars 2, Toy Story 3, and Bolt.Lead a team of programmers, finishing our latest playset (game) in just seven months.Co-developed a revolutionary animation system that uses real-time dependency graph evaluation with Bezier curves, constraints, IK, motion retargeting, full blend tree support, animated cameras, effects and materials, and more, supporting our library of thousands of cinematics, over one hundred characters built on various-sized rigs and over twenty-five thousand animations.Co-authored several patents: System and Method for Dependency Graph Evaluation for Animation System Using Rule Based Techniques for Handling Gameplay RestrictionsWrote a system that unifies and componentizes animation, geometry, collision, and game play and allows levels, cinematics, AI, and other objects to be built out of these connectable components. This allowed levels to be created far faster with fewer bugs and took level build times from five minutes to five seconds.Developed a flocking and schooling system with a custom physics system.Implemented various gameplay modes and characters.Wrote gameplay-related nodes for our logic and mission systems.Multi-threaded and optimized a command-line tool, reducing its compute time from over 27 hours to under 40 seconds.

2007 - Jul 2016

Co-Owner

Cavebug Games

Co-founded Cavebug Games in 2006.Created Pathstorm, distributed by Cavebug Games, Big Fish Games, and other portals.Created unique gameplay in this 2D casual game; and created a level editor, game art and fonts in Photoshop and wrote Photoshop plugins in JavaScript for image manipulation and composition.Contracted and worked closely with multiple artists, sound designers, a musician, and a music-house to create and license the game content.Negotiated contracts with multiple distributors and portals to carry our game.

2006 - 2007 ~1 yr

Senior Software Engineer

Helped create Amped 3, Amped 2, and Amped.Managed a team of engineers.Responsible for the snowboarding physics and gameplay.Created an animation system highly optimized for memory and speed.Created a physics/animation fusion where results from one could be passed on to the other for more realistic interactions with the environment.Added inverse kinetics to calculate the forces necessary to move the player to a specific location.Wrote network boarder code and light-weight physics to keep players in sync and smooth on all boxes.Implemented an ultra-fast and stable cloth system using Verlet physics.Created shared game code libraries for multiple game titles.Wrote Maya exporters for objects, hierarchy, and animation.Wrote the math library (vectors, matrices, and quaternions), input system, file I/O classes, cameras, etc.

2004 - 2006 ~2 yrs

Software Design Engineer

See description for Indie Built. This was one studio that changed owners from Microsoft to Take-Two Interactive.

Mar 2000 - Oct 2004

Senior Software Engineer

Singletrac Entertainment Technologies, Inc.

Helped create Outwars, Rock, Critical Depth, Jet Moto PC, Twisted Metal II PC, and Twisted Metal PC.Worked with and directed other programmers and artists to ensure milestones were met.Wrote physics, IK, and collision detection and response routines for ground-based actors and vehicles.Created the math library, cameras, and weapons code.Wrote the framework for object persistence, property exposure in the game editor, runtime type information, and post-shipment end-user extensibility.Ported games to Windows using Direct3D, DirectDraw, DirectSound, and red book (CD) audio.Championed and taught how to make code localizable.

Feb 1995 - Feb 2000

Freelance Author/Editor-At-Large

Lan Times/Mcgraw Hill

Wrote numerous articles on networking and web development using Java, ActiveX, and other component technologies, published in PC Magazine and LAN Times and online at MSNBC (msnbc.com), LAN Times (lantimes.com), Parts (ltparts.com), and BugNet (bugnet.com).

1994 - 2000 ~6 yrs
Team & coworkers

Colleagues at Warner Bros. Entertainment

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2 education records

Brad Edwards education

Master’S Degree, Computer Science

Thesis: “Simulating Inverse Kinematics for Adaptable Walk Cycles Using Multidimensional Keyframe Animation” Simulated inverse kinematics.

Bachelor’S Degree, Computer Science

Graduated Summa Cum Laude with a four-year academic scholarship.

FAQ

Frequently asked questions about Brad Edwards

Quick answers generated from the profile data available on this page.

What company does Brad Edwards work for?

Brad Edwards works for Warner Bros. Entertainment.

What is Brad Edwards's role at Warner Bros. Entertainment?

Brad Edwards is listed as Advanced Software Engineer at Warner Bros. Entertainment at Warner Bros. Entertainment.

What is Brad Edwards's email address?

AeroLeads has found 1 work email signal at @warnerbros.com for Brad Edwards at Warner Bros. Entertainment.

What is Brad Edwards's phone number?

AeroLeads has found 2 phone signal(s) with area code 844, 888 for Brad Edwards at Warner Bros. Entertainment.

Where is Brad Edwards based?

Brad Edwards is based in South Jordan, Utah, United States while working with Warner Bros. Entertainment.

What companies has Brad Edwards worked for?

Brad Edwards has worked for Warner Bros. Entertainment, Lucid, Disney Interactive Studios / Avalanche Software, Cavebug Games, and Indie Built.

Who are Brad Edwards's colleagues at Warner Bros. Entertainment?

Brad Edwards's colleagues at Warner Bros. Entertainment include Stephanie Brown, Marilyn Kirkland, Chris Arial, Mark Fitzgerald, and Isbell Briscoe.

How can I contact Brad Edwards?

You can use AeroLeads to view verified contact signals for Brad Edwards at Warner Bros. Entertainment, including work email, phone, and LinkedIn data when available.

What schools did Brad Edwards attend?

Brad Edwards holds Master’S Degree, Computer Science from Brigham Young University.

What skills is Brad Edwards known for?

Brad Edwards is listed with skills including Game Development, Gameplay, Video Games, Xbox 360, Software Design, Xbox, Perforce, and Game Design.

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