Joshua Molina V. | Software Engineer at Teradyne

Software Engineer specializing in systems software, full-stack platforms and game development.

Computer Engineer and ICPC World Finalist, currently a Software Engineer at Teradyne. Previously three and a half years at Intel as a System Software Engineer, building internal platforms and desktop applications for engineering teams. I work mostly in C/C++, C#/.NET, Python and React.

Games are the other half of what I do. What I have published so far came out of game jams — built under deadline in Unreal Engine and Unity. Right now I am building a full title of my own as an independent developer.

  • Belgian citizen · EU work authorization
  • Open to relocation
  • English · Spanish
Joshua Molina Vargas

Selected work

Systems, web applications and tools I have built end to end.

Systems

File System with Steganography

An i-node file system in user space, written in C with FUSE, implementing ten system operations with super block management and block allocation. Every byte of file system data is hidden in the least significant bits of BMP image pixels, giving roughly 500 KB of persistent storage with support for files, directories and hierarchical paths.

  • C
  • FUSE
  • Linux
Systems

Joshua Lang Interpreter

A programming language and interpreter built from scratch: a regex-based lexer, a recursive descent parser producing a 20+ node-type AST, and a visitor-pattern type checker with scoped symbol tables. The language supports three data types, conditionals, while loops, arithmetic with operator precedence, and built-in functions.

  • Python
Systems

Competitive Programming

Six years of contest solutions in C++ covering graph theory, dynamic programming, combinatorics and advanced data structures, from national contests through the ICPC World Finals.

  • C++
WebLive

nostarck.com

This site. A Next.js front end on Vercel, an ASP.NET Core API running in Azure Container Apps, and PostgreSQL Flexible Server, built on a clean architecture that keeps the domain, application, infrastructure and API layers separate.

  • Next.js
  • TypeScript
  • .NET
  • C#
  • PostgreSQL
  • Azure
WebLive

memoriestcg.store

An online storefront and catalogue for a trading card game shop, built on the same .NET and Next.js architecture as this site, with an admin area for managing the catalogue.

  • Next.js
  • TypeScript
  • .NET
  • C#
  • PostgreSQL
  • Cloudinary

Games

Jam entries, games and prototypes

★ 1st Place - CIDEV GameJam 2021
Gameplay Programmer & Game Designer·Local Multiplayer Platform Fighter

Stay Charged

A 2D local multiplayer platform fighter built around a single power socket. Both players lose battery constantly, and one socket appears somewhere on the stage - whoever plugs in first starts recharging and stays there until the other knocks them loose and takes their place. The socket relocates as the match goes on, so neither player can settle into one corner of the stage. The first player to run out of power loses. Built by a team of four for the CIDEV 2021 game jam, where it took first place.

  • Unity
★ 1st Place - Fun Category, Fireside Jam 2026
Gameplay Programmer & Game Designer·Arcade Word Puzzle

Letter Dispatch

A word game on two conveyor belts: letters arrive on the top belt and you drag them down to spell the target word, with no gaps and no mistakes. I programmed all of it solo. The piece I am most pleased with is the spawn system - it keeps every word solvable, so you are never stuck waiting on a letter that never comes, while still holding back enough that the board makes you work for it. Also the scanner that validates each letter in sequence, the core loop, and a high-score leaderboard so players can compete. Made for Fireside Jam 2026 on the theme 'Manage'.

  • Unity
Gameplay Programmer & Game Designer·3D Top-Down Survival Shooter

W.A.V.E.S.

Waffles Are Very Evil Species - a 3D top-down survival shooter built solo in Unity for Game Off 2025. Complete shooter mechanics (aiming, shooting, reloading, hit detection, damage handling), NavMesh-based enemy AI with detection radius and cooldown-driven combat, wave spawning with progressive difficulty, and pickup systems for ammo and health. I handled the gameplay programming, the system design and the 3D character modelling.

  • Unity
Gameplay Programmer & Game Designer·Arcade Soccer Pinball

Pinball Soccer Rebound

A soccer pinball game built for ScoreJam #37. You slide a paddle across the field and steer with an aim arrow above it, trying to put the ball into goals that appear in random positions. Every bounce makes the ball faster. Scoring a goal resets the ball's speed, but slightly increases the base speed, making each goal harder than the last. A top-ten high-score table keeps the pressure on.

  • Unity

Get in touch

Open to software engineering and game development roles.

Joshua Molina Vargas. Academic and professional records in Costa Rica (degree, employment, contest results) are under Joshua Molina Van Den Bergh.