Sean Dunn

Sean Dunn Email and Phone Number

Chief Architect at Wave @ Wave
Sean Dunn's Location
Austin, Texas, United States, United States
About Sean Dunn

I’m an experienced, results-oriented software engineer and manager, with a diverse professional background in audio DSP, media streaming, visual effects, VR, creative tools, and multiplayer games. I love finding solutions to difficult problems, and making math look and sound beautiful. My primary languages are C++, C#, Lua, JavaScript, and Python, and I usually develop in Windows and Linux. Other interests include music composition, artificial life, machine learning, and Raspberry Pi projects.Currently, I’m at Wave helping create the future of virtual entertainment. You should come work with us!

Sean Dunn's Current Company Details
Wave

Wave

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Chief Architect at Wave
Sean Dunn Work Experience Details
  • Wave
    Chief Architect
    Wave May 2020 - Present
    Los Angeles, California, Us
    This is a cross-functional role at Wave, reporting to our CTO. I provide the attention and urgency to ensure that our technology and architecture is well designed and implemented, while meeting the high quality bar of our Product organization. I also take opportunities to innovate where I can, developing proofs of concept that push our virtual entertainment capabilities.
  • Wave
    Cto
    Wave Feb 2017 - May 2020
    Los Angeles, California, Us
    As CTO, my main duties included growing a capable engineering team, lowering technical risk, overseeing code quality and architecture, R&D, implementing our IT infrastructure, and helping imagine and create the future of interactive performance technology.
  • Battlecry Studios/Zenimax
    Senior Client Engineer
    Battlecry Studios/Zenimax Sep 2014 - Feb 2017
    My duties included implementing new engine features, performance optimizations, tool pipeline maintenance, and shader implementation.
  • Kingsisle Entertainment
    Senior Programmer
    Kingsisle Entertainment Mar 2013 - Aug 2014
    Round Rock, Texas, Us
    Senior Engineer on an unreleased superhero MMO project, where I implemented new tech and fixed bugs across the client, server, and shared tools codebase.
  • Spacetime Studios, Inc.
    Senior Programmer
    Spacetime Studios, Inc. Mar 2011 - Jan 2013
    Helped ship the Star Legends, Dark Legends, and Arcane Legends MMO titles. I implemented features, resolved bugs, and tuned performance across all titles. In my free time, I wrote and produced music for Spacetime titles, including all in-game score and ad spots for Arcane Legends.
  • Microsoft Live Labs
    Software Development Engineer 2
    Microsoft Live Labs May 2008 - Dec 2009
    Redmond, Washington, Us
    Graphics developer for the Live Labs Seadragon technology team, where I maintained and improved the efficiency of the Seadragon display algorithms for both the native C++ API and the Silverlight platform.
  • Microsoft Live Labs
    Software Development Engineer 2
    Microsoft Live Labs Dec 2006 - May 2008
    Redmond, Washington, Us
    Development lead with MGS Publishing. Routinely performed API integration, run-time optimization and security threat analysis and mitigation for high-profile games including Crackdown, Shadowrun, Gears of War, SceneIt, and Too Human.
  • Ncsoft
    Software Engineer
    Ncsoft Jun 2006 - Nov 2006
    Bellevue, Wa, Us
    3D graphics and audio programmer on the MMO title Dungeon Runners. During this time I refactored the audio engine to use FMOD, optimized engine code, and implemented new features.
  • Troublemaker Studios
    Technical Supervisor
    Troublemaker Studios May 2004 - Oct 2005
    Worked with preproduction team to solve technical problems. Developed and maintained the internal digital effects pipeline including custom art tools, and render farm. Other tasks included optimizing the internal workflow, and streamlining data to external digital effects companies. Film Credits: “Sin City” (2005), “The Adventures of Sharkboy and Lavagirl in 3D” (2005)
  • Microsoft
    Software Development Engineer
    Microsoft Dec 2000 - May 2004
    Redmond, Washington, Us
    Worked in the Digital Anvil studio, a part of Microsoft Game Studios. Implemented shadow rendering, effects shaders, and content exporter optimizations for the top-selling Xbox game Brute Force. Also developed and maintained shared art tools for the studio, working closely with artists and designers to analyze and improve the game data pipeline.
  • Digital Anvil
    Tools Programmer
    Digital Anvil Sep 1999 - Dec 2000
    Created production-specific scripts and tools for the digital effects department.

Sean Dunn Education Details

  • Worcester Polytechnic Institute
    Worcester Polytechnic Institute
    Music Composition

Frequently Asked Questions about Sean Dunn

What company does Sean Dunn work for?

Sean Dunn works for Wave

What is Sean Dunn's role at the current company?

Sean Dunn's current role is Chief Architect at Wave.

What schools did Sean Dunn attend?

Sean Dunn attended Worcester Polytechnic Institute.

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