sean.vikoren @ 
2225 Rabbit Dr,Washoe Valley, NV 89704, USA
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Senior Software Engineer / Technical Manager / Architect with thirty-seven years of development experience and twenty-nine years of project management experience.

Management Skills : Directing and delivering complex projects on time, recruiting and assembling development teams, determining and managing budgets, development and analysis of detailed business plans and financial models.

Development Skills : Cloud Architecture, 3D Engine Development, Unity, Direct X/3D, Windows, Games, Client/Server

Languages : Dart, C++, Python, Ruby, C#, Java, HLSL, C, PHP, JavaScript, Assembly, Fourth, Pascal, etc.

Environments & Components : Mac OS X, Windows [.NET, Direct X, Unity], UNIX


CTO, Purring Lizard, October 2018 to Present

Ship games for Android.

CTO, InstaPark, Technologies, October 2015 to October, 2018

Designing and building a highly responsive and fully scalable mobile parking solution.

Sr Software Engineer, PC Doctor, Inc., June 2014 to October 2015

Using C++, Python, and SQL, delivered various portions of the Network Factory product.

Software Engineer, Xerces, March 2012 to June 2014

In Unity, wrote behavioral simulation with emergent preferred location for village.  Built fast custom shaders.  Implemented an efficient Quad Tree used for fast location of food sources.  In C# and Java, wrote data interface to SQL and MySQL.

Sr Software Engineer, Dibbs International, April 2011 to February 2012

In Java, designed and delivered tag extraction tool that used parts of speech to assist in identifying appropriate tags.  In Ruby on Rails and MySQL, designed an implemented system for acquiring and merging real-time data.   Built high speed tag retrieval system using redis.

Software Engineer IV, Game Development, IGT, April 2009 to October 2010

In C++ and Lua, designed and built wager type video games.  Designed and implemented a library for selecting the angle of view of a multifaceted object as it spun.  Input was max velocity, starting face, ending face, and spin duration.  The angle of view was calculated as a function of time using a Riemann Approximation.  From the angle, a frame was selected from a pre-rendered movie made by rendering every nth fraction of a degree, allowing us to spin hi-end rendered objects in real-time.

System Architect, Purring Lizard, January 2009 to April 2009

In C++, designed and implemented 3D engine, in DirectX. Built custom shaders in HLSL.

Lead Graphics Programmer, Metron Media, Inc., October 2001 to December 2008

Built fast, frame limited, render engine in C# using DirectX.  Implemented a smooth quaternion based system for positioning camera.  Optimized the render pipeline to achieve frame rates at or near refresh rate on hand held devices.  Designed and implemented test-bed framework that significantly reduced development costs. Contributed several original designs to Asbuilt's store of intellectual property (including patent #7130774), helping to secure a solid competitive advantage.  Optimized for speed and expanded capabilities of 3D engine for rendering floor plans and elevations.  Added a quaternion based camera for super smooth transitions.

Chief Technical Officer,, LLC, July 1999 to September 2001

Designed and implemented secure transaction processing network (for processing credit cards). Developed secure transaction outsourcing system, including a web accessible product database.

Manager of Engineering, Berkeley Systems, Inc., March 1997 to June 1999

Resolved issues necessary to ship critical on-line products.  Worked with IT to speed response time and reduce the cost of purchase.  Staffed five projects for 1998 release.  Worked with on-line tech leads to develop cross-project development technologies.  Introduced and implemented project accountability using viewable milestones.  Implemented team-oriented development at BSI.  Developed and implemented strategies for hitting ship dates. Promoted bottom-line orientation.  Worked with management to build a simple, powerful and consistent vision for BSI.  Addressed creative issues within BSI by fostering internal working groups.  Addressed morale issues within engineering, including career development and scheduling. Pursued long-term strategic planning.

Sr. Software Engineer, Electric Planet, March 1996 to February 1997

Recruited and staffed the First contact Development Team.  Responsible for operations budget and plan.  As Technical Lead on this project, I developed an artificial personality engine in C and C++ under Direct-X.  I also developed and implemented results oriented, camera driven, action recognition algorithms.

Project Director, American Laser Games, September 1996

Performed a cost revenue analysis of their main project and determined that it should be canceled.  This included improving team communications and building realistic schedules.

Team Lead, Topaz Software Development, July 1996 to February 1997

Designed and implemented prototype of real-time interaction with visual display of positional uncertainty in the face of internet based delay. Designed multi-user, persistent world game framework.  

Sr. Software Engineer, Crystal Dynamics, March 1993 to July 1996

Formulated and executed cross-platform technology plan. Coded in C and C++.  Managed MIS, Sound, Video, and Internet technologies groups. These groups represented an annual budget of $1.8 million, which included project and research budgets.  Wrote CD performance analyzer for the Playstation.  Optimized 3D pipeline in assembly on the Playstation. Led color quantization research team that developed leading edge color technology, which gave us higher quality graphics than all of our competitors.

Team Leader, WordPerfect Corp., February 1991 to March 1993

Hired and led WordPerfect's P.I.M. team. Led compression and dictionary engine effort.  Delivered product on time and under budget.

Project Leader, Spectrum Holobyte, March 1989 to February 1991

Designed interactive Spanish language teaching/entertainment product and built prototype.  Hired team members and managed project. Coordinated project with Berlitz. Also assisted with Windows version of Tetris.

Summary April 1983 to March 1989

Wrote full revision of PC based "Reader Rabbit" (The Learning Co.).
Wrote low level assembly library for hex mode 0x12 VGA (Spectrum Solutions).
Developed visual language game "Cyber Wars" (Spectrum Solutions).
Implemented Tax Helper and Inventory Tracker (Simpson Paper Co.).
Managed non-heterogeneous Networking project (Miller Freeman Pub.).
Wrote HP, TRS80, Apple, PC data transfer modules (MFP).
Designed, implemented, and delivered list management system (MFP).
Wrote diagnostics for the HP3000 (Pacific Fulfillment Systems).


Scrum Alliance, Certified Scrum Master (CSM)


University of Nevada at Reno, Applied Mathematics & Computer Science


Current: Computational Narratology, Geometric Algebra, Light, Big Data
81-83 Taught programming to 4th and 5th graders.
1981 Left high school to attend college at sixteen.
1980 Implemented Life in Fourth on the Commodore 64.