# Brian Sharp > Most Recently: President, Software & Design at Impulse Location: San Francisco, California, United States Profile: https://flows.cv/briansharp I build organizations, run teams, and contribute individually to visionary, creative products that empower people. I'm a strong product manager, personnel manager, and individual contributor engineer. I have extensive skill working with highly multidisciplinary teams of engineers (software, firmware, hardware), artists, designers, and sound designers. ## Work Experience ### Software Engineer @ Sesame Jan 2026 – Present | New York, New York, United States Building internal tooling for Sesame's personal agent efforts. Python, Typescript/React/Node/Next, Postgres, ML stuff. ### President, Software & Design @ Impulse Jan 2022 – Jan 2025 | San Francisco, California, United States I built, managed, and directed the software, firmware, and design teams for Impulse, a startup that was around 30 employees total by the end of my time there. I worked on Impulse's first product, a battery-integrated induction stove designed to be the highest-performing stove in the world & to ease residential electrification by reducing gas demand and allowing installation with no electrical panel or wiring upgrades. As an executive I was involved at that level, primarily traveling for & giving partner demos and personally running the team process for the C-suite group. I contributed to the product very substantially at the individual level: I oversaw and conducted user research, I did a good deal of the UX design and, most of all, I wrote a lot of the code. In collaboration with my software team, I helped write the Rust application for the i.MX8 computer that rendered the UI, handled user interactions, and dealt with OTA updates and cloud analytics. I personally wrote the internal-use Rust application used for development and factory testing. I wrote some of the C++ firmware for the STM32 MCUs that drove the underlying hardware, and I contributed to the design & implementation of the CAN bus protocol used for communication between all the computers inside the stove. I helped lead & contributed substantially myself to the UL certification of the stove, including documentation, testing, and cross-company communication efforts. I worked closely with our Chinese JDM partner, including factory visits during hardware builds, and my own teams were distributed both domestically and internationally. ### Software Engineer @ Terraformation Inc. Jan 2021 – Jan 2021 | San Francisco & Hawaii Architected & built sensing and monitoring forestry technology to further Terraformation's mission of solving climate change through forest restoration. ### Product Manager, Engineering Manager, Lead Engineer @ Facebook Jan 2014 – Jan 2020 | San Francisco, California, United States I formed and ran the team that built Oculus Medium, a sculpting application for virtual reality for the Oculus Rift headset and Touch controllers. As Product Manager I owned and guided the vision for the project, as Engineering Manager I directed the project's technical execution, and as an engineer I personally implemented substantial portions of the product. Medium found product market fit and Facebook transferred ownership of it to Adobe in late 2019. I also worked for a year or so as a Product Manager for other projects inside Facebook's AR/VR organization, including both future hardware and software efforts. ### Product Manager, Engineering Manager, Lead Engineer @ Oculus VR Jan 2014 – Jan 2014 | San Francisco, CA I formed and ran the team that built Oculus Medium; Oculus was acquired by Facebook where we continued this work - see the Facebook description above for more details on this role. ### Contract Engineer @ Valve corporation Jan 2014 – Jan 2014 | Bellevue, WA Consulted for two months building prototype VR software using early hardware. ### Lead Engineer @ Bungie Jan 2008 – Jan 2013 | Bellevue, WA At Bungie I managed the teams that built all the internal tools and content infrastructure. I contributed primarily to Halo: Reach and Destiny. Over my tenure my team size ranged from 0 (when I was an individual contributor) to, most often, closer to 20 during Destiny's development. ### Lead Engineer @ Midway Games Jan 2006 – Jan 2008 | Austin, TX Managed 6 programmers implementing gameplay code on an 80-person team for AAA console title based on Unreal Engine 3. Worked with 12-member leads team to establish Scrum agile development process team-wide. Heavy interaction with other Midway worldwide studios for sharing technology & outsourcing development. Project was eventually canceled shortly before Midway went bankrupt. ### Senior Engineer @ Electronic Arts (EA) Jan 2005 – Jan 2006 | Emeryville, CA Authored Spore’s art pipeline and animation. Extensive work with Renderware, Maya and the MEL language to support Spore’s unique animation needs. ### Developer Support Engineer @ Ageia Technologies Jan 2004 – Jan 2005 | Austin, TX Supported Epic Games using Ageia’s Novodex physics in the Unreal Engine 3. ### Engine Programmer @ Ion Storm Jan 2001 – Jan 2004 | Austin, TX Architected the games’ sound engine, featuring physics integration, AI hearing and realistic sound path tracing, a feature key to the design of both games. Implemented authoring and recording tools for dialogue. Managed text and speech localization into the major European languages. Miscellaneous work on other subsystems (IO, serialization, and game load times.) ### OpenGL Driver Programmer @ 3dfx Jan 1999 – Jan 2001 | Austin, TX and San Jose, CA Worked on development of 3dfx's new OpenGL driver for future hardware. Refactored 3dfx's production OpenGL driver to increase stability. Some work with proprietary hardware microcode instruction sets. Worked with GLSetup, Inc to drive OpenGL Architecture Review Board working groups on various proposed extensions. ### Graphics & Interface Programmer @ CogniToy Jan 1996 – Jan 1999 | Acton, MA Wrote the graphics engine, 3D UI, and vehicle physics on MindRover (PC). The game placed in the top 15 in the first Miller-Freeman Independent Games Festival in 1999. ## Education ### Computer Science Dartmouth College ## Contact & Social - LinkedIn: https://linkedin.com/in/brian-sharp-082006a0 --- Source: https://flows.cv/briansharp JSON Resume: https://flows.cv/briansharp/resume.json Last updated: 2026-04-10