Sam Bourne
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Sam Bourne Email & Phone Number

Software Engineer at NVIDIA
Location: Santa Monica, California, United States 5 work roles 1 school
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Current company
Role
Software Engineer
Location
Santa Monica, California, United States
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Who is Sam Bourne? Overview

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Sam Bourne is listed as Software Engineer at NVIDIA, a with 18356 employees, based in Santa Monica, California, United States. AeroLeads shows a matched LinkedIn profile for Sam Bourne.

Sam Bourne previously worked as Senior Pipeline Developer at Luma Pictures and Pipeline Developer at Luma Pictures. Sam Bourne holds Bs Virtual Technology And Design, Cgi & Vfx from University Of Idaho.

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Email format at NVIDIA

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NVIDIA

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About Sam Bourne

I enjoy learning new things, mentoring other developers, and optimizing workflows.

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Sam Bourne's current company

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NVIDIA
Nvidia
Software Engineer
santa clara, california, united states
Website
Employees
18356
AeroLeads page
5 roles

Sam Bourne work experience

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Software Engineer

Current
Nov 2023 - Present

Senior Pipeline Developer

Santa Monica, California, United States

• Mentor a team of 8 junior and mid-level developers.• Review code and ensure quality standards.• Contributed CI/CD workflows for pipeline code releases.• Built system for asynchronously streaming results from Deadline tasks.• Introduced event-based processing via pubsub messages consumed by Google Dataflow pipelines. ◦ Used to trigger automatic hair simulations, QC renders, or show specific needs. ◦ Automatically push relevant data to ftrack.• Containerized Luma’s primary mariadb database for testing both locally and in CI.• Co-developed a Docker build tool (dockyard) for creating cached, reproducible builds via a yamlmanifest.• Deployed REST pipeline services for using Mattermost (Slack clone) as an automation playbook UI.• Created high-level type-safe API for authoring RPC services. Originally written to handle Windows/Linux differences without needing to rewrite a lot of Luma’s core code.• Oversaw pipeline integration of Unreal for layout. Helped design a custom USD export procedure to get data out of Unreal.• Authored local render management UI for Unreal to streamline rendering.

Nov 2021 - Oct 2023

Pipeline Developer

Santa Monica, California, United States

• Adopted Apache Beam for high-level orchestration / automation of complex VFX workflows. ◦ Created Docker containers that could run Luma’s pipeline code. ◦ Created Kubernetes deployments for Flink and Beam services. ◦ Authored a variety of custom Beam transforms including some that could deliver work to Deadline and poll for the results.• Created SceneFactory, a scene templating system to enable procedural automation and multi-shotworkflows. ◦ Implemented for our core DCCs Maya, Houdini, Katana and Nuke. ◦ Enables single artists to run many shots through template scene files. Massively reducingoverhead of executing similar shots. ◦ Created a suite of Nuke nodes used for multi-shot templating scripts. ◦ Created a template registration system which allowed overrides at the project, sequenceor shot level. ◦ Created update routines for scene inputs (typically USD) which allow users or upstream automation steps to pass along specific opinions about which inputs to use in the scene.• Created a render submit UI in Katana for multi-shot scenes.• Helped deploy cloud rendering in Google Cloud Platform (GCP).• Developed a node-based full-stack application “rill” used for automating tasks across applications. ◦ Built with a Python/Gevent/ZMQ backend and a JavaScript/React frontend. ◦ Automated fluid simulations for "Spider-man: Homecoming" using Maya, Houdini, Katana,and Nuke. Enabled a single FX artist to oversee the entire sequence.• Orchestrated adoption of ftrack for production management tracking.• Implemented a preflight problem detection system to check for and easily resolve common issuesbefore submitting jobs to the farm. This was integrated into Maya, Katana, Houdini, and Nuke.• Integrated Mari into our pipeline which included running exports on the farm.

Oct 2010 - Nov 2021

Technical Coordinator

Santa Monica, California, United States

• Handled all data coming in/out of the company.• Generate hundreds of hours of turntable footage of various makes and models of Toyota vehicles. Prepared CG vehicles for an automation pipeline that I was also responsible for writing and maintaining. Handled most client interactions and ran the project almost completely independently.• Designed automated HDRI pipeline for processing set data.

Oct 2010 - Jan 2014

Digital Artist

Speedtech Design Group

Tempe, Arizona, United States

• Adopted Shotgun for production tracking.• Design packaging, logos, marketing material, videos, and websites for various brands. • Create 3D renditions of products.

Jun 2009 - Oct 2010
Team & coworkers

Colleagues at NVIDIA

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1 education record

Sam Bourne education

FAQ

Frequently asked questions about Sam Bourne

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

What company does Sam Bourne work for?

Sam Bourne works for NVIDIA.

What is Sam Bourne's role at NVIDIA?

Sam Bourne is listed as Software Engineer at NVIDIA.

Where is Sam Bourne based?

Sam Bourne is based in Santa Monica, California, United States while working with NVIDIA.

What companies has Sam Bourne worked for?

Sam Bourne has worked for Nvidia, Luma Pictures, and Speedtech Design Group.

Who are Sam Bourne's colleagues at NVIDIA?

Sam Bourne's colleagues at NVIDIA include Nuno Subtil, Matan Avraham, Wei Ding, Shijie Ding, and Brian Butler.

How can I contact Sam Bourne?

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What schools did Sam Bourne attend?

Sam Bourne holds Bs Virtual Technology And Design, Cgi & Vfx from University Of Idaho.

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