Seattle, WA

Josh Lytle

Software Engineer · Mobile, AR, and Computer Vision

I build products and design experiences used by millions of people.

I've spent my career developing consumer-facing apps, building real-time simulations that perform under pressure, and making tools other developers use.

The best way to reach me is LinkedIn.

Work

2023–2026

NomadGo

iOS

Principal Software Engineer

Customers

  • Starbucks
  • Panera Bread
  • AI Inventory

    iOS

    • Shipped and supported the app across 11,000+ store locations at peak
    • Co-architected a real-time computer vision and AR pipeline with ARKit and Core ML
    • Co-designed and implemented a mixture-of-experts engine trained on one photo per product
    • Built the replay harness that made the AR pipeline testable in CI

    Patent Methods and Apparatus for Multi-Modal Computer Vision for Object Detection and Identification. U.S. Provisional Patent Application 63/880,601, filed September 2025. Named inventor.

2023

Fall Guy Consulting

Web

Principal Software Engineer

  • Custom sticker storefront

    Web

    • Converted 151 database queries across 31 files to prepared statements, closing a SQL injection risk
    • Added guest checkout, taking new customers straight to artwork upload
    • Automated deploys to AWS, from a fresh server and a cloned database to the load balancer cutover
    • Shipped release 2.0, whose versioning carried the site to 2.3 over the next three yearsSource
  • Seafood sales and logistics system

    Web

    • Started the React and Node services beside the 15-year-old Rails app, and built user admin on sign-in shared with Rails
    • Built an inventory import that reads cold-storage vendors' Excel tally sheets, detects their format, and turns each pallet into a record
    • Built the AWS staging and production deploys
  • Online store rebuild

    Web

    • Rebuilt a 2014 store's server in Docker, down to its exact packages, so it could run anywhere
    • Stood up AWS staging behind Traefik, with HTTPS and encrypted secrets
    • Built a React landing page and a Node API that ranks trending products by the last 30 days of orders

2017–2023 · Fall Guy Consulting

Verizon

iOS and macOS

Principal Software Engineer, AR/VR

Six-year contract engagement with Verizon's AR/VR team.

Customers

  • Sports Illustrated
  • Cosmopolitan
  • Maybelline
  • ELLE
  • Entertainment Weekly
  • Coors Light
  • Envrmnt by Verizon

    iOS

    • Developed the AR/VR app for iOS, used by readers to bring magazine covers and ads to life
    • Managed the mobile team's CI system on Jenkins, including builds of all its third-party dependencies
  • BlueJeans Spaces

    iOS, macOS

    • Acted as the sole engineer responsible for architecting and building the native iOS and macOS clients from scratch
    • Orchestrated the native application layer and view lifecycles to host multi-user avatars within the virtual workspace
    • Integrated the team's C++ engine for 3D visuals and spatial audio
  • BlueJeans virtual backgrounds

    iOS, macOS

    • Built virtual backgrounds using Core ML, working with the computer vision team

2014–2017

Point Inside

iOSAndroid

Senior Mobile Software Engineer

Customers

  • Target
  • Lowe's
  • Meijer
  • Staples
  • Macy's
  • Point Inside SDK

    iOS, Android

    • Engineered the core SDK for iOS and Android on the Moai SDK C++ core
    • Built and ran the Jenkins CI server from scratch
    • Reached tens of millions of shoppers through retailers' appsSource

    Winner Global Mobile Award (GloMo), Best Use of Mobile for Retail, Brands & Commerce, for StoreMode, 2016Source

  • Point Inside Malls & Airports

    iOS, Android

    • Developed the 3D venue mapping behind its mall and airport maps

2013–2014

On3

iOS

Senior Lead Mobile Software Engineer

  • On3 private social networks

    iOS

    • Designed and built it as sole technical owner, from the Objective-C iOS app to the Django backend
    • Engineered a fault-tolerant, persistent media upload queue, ensuring state preservation and robust error recovery across app lifecycles

2011–2013

DistinctDev

iOS and macOSAndroidWindows

Senior Mobile Software Engineer

  • Moai-based tools and engine

    iOS, Android, Mac, Windows

    • Architected a cross-platform Lua framework on the Moai SDK C++ core
    • Shipped two games on it and supported the team building several more
  • The Moron Test 2

    iOS, Android

    • Led engineering on the sequel to one of Apple's Top 20 best-selling iPhone apps
    • Built it from scratch in eight weeks with one other engineer
    • Reached #2 in Top Paid Entertainment and #16 in Top Paid overall on the iPhone App StoreSource
    • Reached 50,000 to 100,000 paid installs on AndroidSource
  • Odd Squad

    iOS

    • Completed the game as sole programmer and game designer
    • Added turn-based Game Center multiplayer to Moai in Objective-C++

2011

Zipline Games

iOS and macOSAndroidWindowsChrome

Lead Developer & Game Designer

  • Moai SDK

    Open-source game engine

    • Key contributor to the open-source, cross-platform engine
    • Wrote 702 of the engine's 1,914 commits in its first year
    • Built and managed its cross-platform automated CI system

    Winner Open Source Rookie of the Year, Black Duck Software, 2011Source

  • Wolf Toss

    iOS, Android, Chrome

    • Designed and developed the game
    • Built it in Lua on the Moai SDK
    • Reached 1.8 million installs across iOS, Android, and ChromeSource

2008–2011

Geocaching HQ

iOSAndroid

Lead Mobile Developer & Producer

  • Geocaching®

    iOS, Android

    • Built the iPhone app from the ground up with two other developers
    • Designed the UI, adhering to the skeuomorphic look common in the early years of the iPhone
    • Apple's #3 best-selling Navigation app of 2010, at $9.99Source

    Winner Webby Award (People's Voice), Best Use of GPS or Location Technology, 2010Source

  • Geocaching Souvenirs

    iOS, Android

    • Co-created Souvenirs, the platform's location and date-based achievements
  • Wherigo

    Garmin GPS, Pocket PC

    • Developed location-based game experiences for the Wherigo platform

2006–2008

Tenacious Games

WindowsCollectible card game

Founder, VP of Research & Development

  • The Spoils

    Collectible card game

    • Designed and directed the collectible card game
    • Developed the database and graphic design software used to produce the cards
    • Led a three-person R&D team

    Winner Origins Award, Best Collectible Card Game (Fan Favorite), 2015Source

    Winner Best Idea, InQuest Gamer Magazine, for The Spoils Open Beta Program, 2006

    Runner-up Best Collectible Card Game, InQuest Gamer Magazine, 2006

    Nominee Origins Award, Best Collectible Card Game, 2007Source

    Nominee Origins Award, Best Collectible Card Game, 2006Source

  • The Spoils Tournament Software

    Windows

    • Used by tournament organizers around the world to run events and report results
    • Built Swiss pairing, top cuts, and result reporting

2002–2006

Amaze Entertainment

PlayStationXboxGameCube

Lead Level Engineer

  • Call of Duty: Roads to Victory

    PlayStation Portable

    • Led level engineering on the PlayStation Portable game
    • Mentored a team of four level engineers
  • The Sims 2

    PlayStation Portable

    • Programmed the social game for the PlayStation Portable version
  • Digimon Rumble Arena 2

    PlayStation 2, Xbox, GameCube

    • Engineered and designed its levels
    • Animated arenas that break apart mid-fight, like the lava level's stone fingers
    • Worked with environment artists and the lead developer to maintain 60fps, even in 4-player mode

1999–2001

Interactive Imagination

WindowsGame Boy ColorCollectible card game

Software Engineer / Game Designer

  • Magi-Nation

    Game Boy Color

    • Co-created a novel one-stat battle system, to align with the similar system in Magi-Nation Duel
    • Developed key concepts and backstory for the world of Magi-Nation
    • Designed puzzle-based dungeons
    • Sold about 100,000 copies in its first three monthsSource
  • Game Boy Color engine tools

    Windows

    • Built the team's Game Boy Color engine editor from scratch
    • Edited maps, sprites, VRAM, palettes, and collision in one tool
  • Magi-Nation Duel

    Collectible card game

    • Designed the collectible card game

    Winner Best Collectible Card Game, Gamers.com, 2000

    Nominee Best Collectible Card Game, InQuest Gamer Magazine, 2000

    Nominee Origins Award, Best Collectible Card Game, 2000Source

1995

Squaresoft of America

Super Nintendo

Quality Assurance Tester

  • Chrono Trigger

    Super Nintendo

    • Brought on for a short engagement to test the American localization of the Japanese RPG and ensure the user experience translated perfectly
  • Secret of Evermore

    Super Nintendo

    • A longer summer role acting as the target demographic, tasked with breaking the game and providing early gameplay feedback