Ted Middleton, Developer in Vancouver, BC, Canada
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Ted Middleton

Verified Expert  in Engineering

C++ Developer

Vancouver, BC, Canada
Toptal Member Since
July 9, 2020

Ted is a software developer and programmer with 20 years of professional programming experience and close to 25 years of experience programming in C and C++ and almost as long in Python. He enjoys finding clean solutions and producing high-quality, high-value code. Ted also excels at porting and building maintainable cross-platform software and is skilled as a runtime-performance optimizer. In short, the software that Ted writes just works.


Integrated Cinematics
C++, Unreal Engine 4, Unreal Engine 5, C++17
C++, Unreal Engine 4, Unreal Engine, Xbox One, Xbox, Plugins, C++17




Preferred Environment

JavaScript, Python, C++, Linux, C, Rust, Linux Kernel, C++17

The most amazing...

...thing that I've developed was a social lobby engine for a game based on coroutines; it let us write a social lobby with just two developers rather than 20.

Work Experience

Software Engineer

2022 - PRESENT
Integrated Cinematics
  • Programmed single-handedly an MVP Unreal Editor plugin that carried the startup company to their first paying customer.
  • Worked with customers to diagnose network and graphics issues with distributed Unreal wall-display systems.
  • Collaborated with company founders to build out our development team and hire top-notch C++ developers.
Technologies: C++, Unreal Engine 4, Unreal Engine 5, C++17

Software Engineer

2021 - 2022
Fortune 500 Data Science Software Company
  • Closed dozens of customer-critical defects with high-quality, maintainable fixes.
  • Oversaw code reviews for third-party non-Toptal contractors.
  • Solved complex, long-standing customer-affecting problems and bugs related to low-level platform issues and third-party software defects.
Technologies: C++, Python, C++17

Software Engineer

2020 - 2021
  • Diagnosed and fixed user-critical crash defects in a triple-A Xbox One game.
  • Assumed responsibility for infrastructure defects in localization logic, especially for glyphing and right-to-left languages.
  • Created front-end logic-matched multiplayer games.
Technologies: C++, Unreal Engine 4, Unreal Engine, Xbox One, Xbox, Plugins, C++17

Software Engineer

2017 - 2019
Arista Networks
  • Implemented diagnostics tools that allowed network administrators to view low-level switch chip registers in data center routers to track network irregularities.
  • Designed and implemented sampling logic for debugging register functions in low-level switch chips in data center routers to alert network admins of peculiar network traffic errors.
  • Oversaw the main branch's health and triaged build breakages.
Technologies: Python, C++, Networks, Linux Kernel, GDB, Assembler x86, x64 Assembly, C++17, Embedded Systems, Embedded C++, Embedded Software

Software Engineer

2011 - 2017
  • Optimized a sophisticated wavelet video codec with ARM-NEON code to run on a lowly Cortex-A8 CPU. This project achieved an impressive eight times performance improvement and was an enabling technology for a line of general-purpose thin-clients sold by HP.
  • Wrote a Windows, Linux, and macOS remote desktop client based on Qt.
  • Implemented a MacOS driver that made USB device access possible for the company's macOS remote desktop solution.
  • Spearheaded the company's migration from Subversion to Git and SCons to CMake.
Technologies: Qt, JavaScript, Java, Python, C++, Boost.Asio, C, Linux Kernel, GDB, Assembler x86, x64 Assembly, Firmware, Embedded Systems, Embedded C++, Embedded Software, Embedded C, Android, Real-time Operating System (RTOS), System-on-a-Chip (SoC)

Software Engineer

2005 - 2010
Slant Six Games
  • Architected and developed an asynchronous network simulation system for network gameplay in a real-time strategy game.
  • Developed a coroutine-based online lobby system for match-making and player chat. Compared to the previous game, this lets us cut out an enormous amount of boilerplate code and developer time.
  • Diagnosed, mathematically characterized, and mitigated the effects of aggressive vertex quantization with rendering glitches and seams. This was a huge memory saving.
Technologies: Python, C++, C, Embedded Systems, Embedded C++, Embedded Software

Software Engineer

2002 - 2005
Electronic Arts
  • Shipped three AAA console video games in as many years, each achieving at least an 80% Metacritic rating.
  • Worked with artists to identify and rearchitect deficiencies in team art tools, especially related to rendering.
  • Implemented vehicle physics, especially related to vehicle damage.
Technologies: Python, C++, Embedded C++

Desktop Software Clients for the Teradici PCoIP Protocol

I wrote most of the original implementation for the Qt-based Windows, macOS, and Linux Teradici PCoIP clients, including the HTTP-client broker logic, the login flow logic, and the in-session window management.

Mainframe: Column-storage Dataframe for C++

Mainframe is a data-science dataframe tool written in C++, with the flexibility and power of Pandas, but the blistering speed of C++. It uses advanced C++ metaprogramming techniques to provide an ergonomic interface for developers and data scientists while maintaining unmatched runtime performance.


C++, Python, Rust, MIPS, Assembler x86, x64 Assembly, C++17, Embedded C++, Embedded C, Java, JavaScript, C


FIX Protocol, Embedded Systems, Templates, Boost.Asio, Plugins, Firmware, Embedded Software, Networks, SIMD, Linux Kernel, Xbox One, Unreal Engine 5, Real-time Operating System (RTOS), System-on-a-Chip (SoC)


Qt, Unreal Engine, Flask, Unreal Engine 4


Linux, Xbox, Android


Pandas, Node.js, Interactive Brokers API



1997 - 2002

Bachelor of Science Degree in Computing Science

University of Alberta - Edmonton, Alberta, Canada

1993 - 1997

Bachelor of Science Degree in Physics

University of Alberta - Edmonton, Alberta, Canada