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Zak Whaley Email & Phone Number

Location: Seattle, Washington, United States 10 work roles 2 schools
1 work email found @igda.org LinkedIn matched
✓ Verified August 2026 4 data sources Profile completeness 100%

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Role
Chair Emeritus
Location
Seattle, Washington, United States
Company size

Who is Zak Whaley? Overview

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Quick answer

Zak Whaley is listed as Chair Emeritus at International Game Developers Association (IGDA®), a with 135 employees, based in Seattle, Washington, United States. AeroLeads shows a work email signal at igda.org and a matched LinkedIn profile for Zak Whaley.

Zak Whaley previously worked as Director of Engineering at Playeveryware and Treasurer at International Game Developers Association (Igda®). Zak Whaley holds B.S. In Real-Time Interactive Simulations, Graphics, Engine Frameworks, Tools from Digipen Institute Of Technology.

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{first}@igda.org
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Profile bio

About Zak Whaley

• Steward Leader - Empowers teams to make their own decisions by providing them with transparent information, structure, and guidance. • Passionate Technologist - Develops and establishes best practices and tools for teams working with cutting edge technology and diverse needs. • Engineering Mentor - Provides encouragement and support and establishes clear expectations, coding standards, and growth opportunities that uplift and cultivate team members into more effective contributors.

Listed skills include Development, Ps3, Directx, Computer Games, and 25 others.

Current workplace

Zak Whaley's current company

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International Game Developers Association (IGDA®)
International Game Developers Association (Igda®)
Chair Emeritus
Seattle, WA, US
Website
Employees
135
AeroLeads page
10 roles

Zak Whaley work experience

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Director Of Engineering

Current

Seattle, Washington, Us

Feb 2022 - Present

Owner

Current
Zak Whaley Consulting

Advise and create custom engineering solutions for various clients while developing and exploring additional projects including a custom engine, build infrastructure, and tools.Arkitek Scientific (Unreal 4, Oculus)• Developing an interactive VR experience for a quantum research lab for science communication• Created controls and systems for the experience in Unreal 4 including interactivity, event sequencing, state machines, VR dialogue engine, localization, etc.• Collaborated in design of project, guiding its technical capabilities to be more interactive Blockhouse Studios (Unreal 4, Unreal 5EA, Quest 2)• Developed projects for the VR visualization of projective light shows with complex surfaces and massive video textures for artistic development iterations and client approval• Created a flexible template in UE5 for this process to be easily applied to new locations and projects to reduce the creative development overhead

Apr 2019 - Present

Lead Software Engineer

Plantation, Florida, Us

Perception Framework (C/C++, Linux / Lumin OS (AOSP))• As acting Manager, led a team of 7 to create frameworks, build systems, documentation, and educational materials to unite Magic Leap’s development efforts• Led team through a requirements milestone including device / PII security, platform stability, persistent coordinate frames, 6 DoF control fidelity, and calibration services• Cultivated a culture of open communication and proactive problem solving that empowered team • Helped resolve conflicts between team members and across teams through directed evaluation, compromise, and establishing understanding • Supported external facing API release cadence maintaining scheduled ABI and API compatibilityGoat_Labs / Unreleased Location Based Experience (C/C++, Unity, Unreal)• Prototyped multiplayer shared experiences and interactions for Location-Based Experience that combined and demonstrated the efforts of multiple teams• Developed an object system for synchronizing mesh primitives with Unity, a C# <-> C++ logging system, and integrated our debugging framework (GLDS D.E.R.P.) into Unreal

Feb 2017 - Apr 2019

Senior Software Engineer

Plantation, Florida, Us

Perception Framework (C/C++, Linux / Lumin OS (AOSP))• Upon recognizing the need, formed team with original manager to meet the needs of the company to facilitate the collaborative development efforts of the rest of the company• Developed cross-platform IPC system for advertising / connecting to services• Built third party library binary system which expedited typical PC build process by ~90%• Assisted developing framework for algorithm developers to test features on PC in a runtime environment logically consistent with the device runtime for rapid prototyping• Established team as key resource for software excellence and platform knowledge across company, greatly reducing the frequency of critical • Simplified build system while incrementally migrating developers from the deprecated prototyping framework without downtime• Collaborated on cross-team efforts of exposing perception features to end-user developers• Produced training materials for a multi-repo rebase workflow for colleagues only familiar with a single-repo merge workflow when systems were migrated to Gerrit from GitHub

Oct 2014 - Feb 2017

Software Development Engineer

Redmond, Washington, Us

Project Spark (C++/C#, Win 8.1, Xbox One/360, Havok)• Empowered artists, animators, and designers to quickly add and iterate on content in the game through the creation and optimization of tools, pipelines, and standards• Designed and authored locomotion system for land, water, and air transitions robust enough for user-controlled parameters such as dynamic scale, velocity, and gravity • Built foundation for mesh and animation export pipeline• Architected animation engine, including blend pipeline, event handling, body type/head retargeting, facial animation, audio/FX/locomotion integration framework• Co-authored Hierarchical Finite State Machine controlling behavior flow for managing locomotion, attacks, and emotes with override overlays for weapons, attachments, etc.• Oversaw and polished development for Kinect character recording studio for user-animation capture used in custom emotes, including Full-Body IK for use in arbitrary rig retargeting, Kinect audio commands, animation recording/playback, and custom texture generation• Constructed initial “infinite” and continuous world terrain undo system• Developed the initial equipment and object attachment system

May 2011 - Oct 2014

Teacher'S Assistant

Redmond, Wa, Us

CS460/CS560: Advanced Animation & Modeling Techniques• Grading, tutoring, and lecturing for skinned animation, blending, speed-correct pathing, and Inverse KinematicsCS391: Code Analysis & Optimization• Grading and tutoring for crash handlers, memory debuggers, and profilers

Jan 2011 - Apr 2011

Product Tester

Hanover, Maryland, Us

• Verified the stability of 3 independent projects to ship• Focused on writing thorough, clear bug documentation• Used technical background to aid in communication with developers

Jun 2008 - Sep 2008

Engine Programmer

Arkitek Studios

Busted! (C++, Win XP/Vista, OpenGL, OpenAL, SQLite, COLLADA)• Wrote core game tech, graphics engine, audio engine, and behavior system• Automated telemetry recording, analysis, and visualization• Created 3DS Max asset export and processing pipeline

Dec 2006 - Sep 2007
Team & coworkers

Colleagues at International Game Developers Association (IGDA®)

Other employees you can reach at igda.org. View company contacts for 135 employees →

2 education records

Zak Whaley education

B.S. In Real-Time Interactive Simulations, Graphics, Engine Frameworks, Tools

Digipen Institute Of Technology

Digital Gaming, Animation & Graphics, Level Editing, Scripting, Web Programming

Bellevue College
FAQ

Frequently asked questions about Zak Whaley

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

What company does Zak Whaley work for?

Zak Whaley works for International Game Developers Association (IGDA®).

What is Zak Whaley's role at International Game Developers Association (IGDA®)?

Zak Whaley is listed as Chair Emeritus at International Game Developers Association (IGDA®).

What is Zak Whaley's email address?

AeroLeads has found 1 work email signal at @igda.org for Zak Whaley at International Game Developers Association (IGDA®).

Where is Zak Whaley based?

Zak Whaley is based in Seattle, Washington, United States while working with International Game Developers Association (IGDA®).

What companies has Zak Whaley worked for?

Zak Whaley has worked for International Game Developers Association (Igda®), Playeveryware, Zak Whaley Consulting, Magic Leap, and Microsoft.

Who are Zak Whaley's colleagues at International Game Developers Association (IGDA®)?

Zak Whaley's colleagues at International Game Developers Association (IGDA®) include Seki Hiro, Mohd Shark, Maharram Gurbanov, Muhammad Riza Khairani, and Victor Sami.

How can I contact Zak Whaley?

You can use AeroLeads to view verified contact signals for Zak Whaley at International Game Developers Association (IGDA®), including work email, phone, and LinkedIn data when available.

What schools did Zak Whaley attend?

Zak Whaley holds B.S. In Real-Time Interactive Simulations, Graphics, Engine Frameworks, Tools from Digipen Institute Of Technology.

What skills is Zak Whaley known for?

Zak Whaley is listed with skills including Development, Ps3, Directx, Computer Games, C, Win32 Api, Unit Testing, and Game Engines.

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