Sean Finnegan
Release Engineer at Frostbite- Claim this Profile
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English Native or bilingual proficiency
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Bio
Experience
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Frostbite
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Sweden
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Computer Games
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1 - 100 Employee
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Release Engineer
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Sep 2021 - Present
Helping to deliver high quality releases of Electronic Arts' flagship engine Frostbite. Helping to deliver high quality releases of Electronic Arts' flagship engine Frostbite.
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SN Systems Ltd
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United Kingdom
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Software Development
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1 - 100 Employee
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Senior Software Developer
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Feb 2019 - Sep 2021
Working on Sony's current and next-generation console platform, providing tools to developers including compilers, debuggers, analyzers, and more. Working on Sony's current and next-generation console platform, providing tools to developers including compilers, debuggers, analyzers, and more.
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Freelance Software Developer
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Feb 2018 - Feb 2019
Taking a year from February 2018 to March 2019 to travel South America. During this time I'm engaged in several freelance projects, including; Mad Maps - A level creation toolkit for Unity, now on the Asset Store (http://u3d.as/169n) Indeed - An Ethereum DApp for creating proof-of-existence certificates for arbitrary files (https://github.com/cowtrix/indeed) Muski - A music visualisation framework for Unity for live performance (https://github.com/cowtrix/musicvis) Taking a year from February 2018 to March 2019 to travel South America. During this time I'm engaged in several freelance projects, including; Mad Maps - A level creation toolkit for Unity, now on the Asset Store (http://u3d.as/169n) Indeed - An Ethereum DApp for creating proof-of-existence certificates for arbitrary files (https://github.com/cowtrix/indeed) Muski - A music visualisation framework for Unity for live performance (https://github.com/cowtrix/musicvis)
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Bankroll Studios, Quantum IT
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Melbourne
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Developer
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Jul 2014 - Feb 2018
Myself and a small team made Hurtworld, an open-world multiplayer survival game for PC, Mac and Linux. My role here involved touching most aspects of design and programming, such as networking, UI design, tools creation, and the creation of multiple complex runtime systems. Myself and a small team made Hurtworld, an open-world multiplayer survival game for PC, Mac and Linux. My role here involved touching most aspects of design and programming, such as networking, UI design, tools creation, and the creation of multiple complex runtime systems.
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CSIRO
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Australia
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Research Services
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700 & Above Employee
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Vacation Student
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Nov 2013 - Feb 2014
I undertook a Vacation Student position in the Computational Informatics division of CSIRO. During this time I worked on solutions for displaying simulation data in real-time, using the Unity engine. I undertook a Vacation Student position in the Computational Informatics division of CSIRO. During this time I worked on solutions for displaying simulation data in real-time, using the Unity engine.
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CSIRO
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Australia
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Research Services
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700 & Above Employee
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Intern
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Oct 2012 - Nov 2012
I undertook a month-long internship in the Informatics department of CSIRO. I investigated alternative possibilities for their simulation pipeline, specifically using commercial game engines to dynamically visualise fluid simulations. I undertook a month-long internship in the Informatics department of CSIRO. I investigated alternative possibilities for their simulation pipeline, specifically using commercial game engines to dynamically visualise fluid simulations.
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Education
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Deakin University
Bachelor of Information Technology, Game Design and Development & Computer Science -
Scots School Albury
NSW Higher School Certificate, 95.45