Linus Tan

Linus Tan Email and Phone Number

Principal Consultant @ terallite
Tokyo, JP
Linus Tan's Location
Tokyo, Japan, Japan
Linus Tan's Contact Details

Linus Tan personal email

n/a
About Linus Tan

Broad software engineering experience across the space industry and games development gives me the skills, perspective and mindset I need to architect effective and harmonious systems that solve hard problems without creating new ones. I am adept at mentoring teams and helping them get past artificial conceptual barriers so that they are free to choose the path forward that reaches their goals, without sacrificing the long term health of the group or codebase.Looking to the future, I am optimistic about the benefits that artificial intelligence techniques and large language models will bring to organizations and the society at large, and aim to find ways to leverage these technologies to create compelling outcomes that enhance the lives they touch.

Linus Tan's Current Company Details
terallite

Terallite

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Principal Consultant
Tokyo, JP
Linus Tan Work Experience Details
  • Terallite
    Principal Consultant
    Terallite
    Tokyo, Jp
  • Muon Space
    Principal Software Engineer
    Muon Space Jan 2023 - Present
    Mountain View, California, United States
    I am responsible for developing the payload software for Muon Space's GNSS reflectometry payload using tools such as C++, Python, and Vivado. My contributions include building a software-defined GPS signal simulator that generates GPS L1 C/A signals for arbitrary scenarios, and learning FPGA design and HLS skills on-the-job to support the team in bringing up a new payload board.Collaborating effectively in a remote-only environment, I've contributed to various technical aspects of the project, ensuring alignment with team goals and the successful advancement of Muon Space's mission.
  • Tomtom
    Principal Architect
    Tomtom May 2022 - Jan 2023
    Tokyo, Japan
    Reporting to the VP of Map Visualization, I worked hand-in-hand with technical leads in the Map Visualization group to make strategic decisions that had company-level impact. I did hands-on work to evaluate and de-risk technical solutions for critical initiatives. In addition, I provided mentorshipand advice to technical leads and engineering managers. I re-architected the core map visualization framework, which was written prior to the advent of multi-threaded rendering APIs, to use modern 3D rendering techniques.
  • Spire Global, Inc
    Spacecraft Software Engineer
    Spire Global, Inc May 2015 - May 2022
    Within 23 Wards, Tokyo, Japan
    I was responsible for architecting and implementing the full software stack for Spire’s satellite GNSS payload, which captures GPS / GNSS radio signals from low Earth orbit to derive measurements of the state of the Earth's surface and atmosphere. This included everything from designing a custom Linux distribution for the board, to building a SDR (software-defined radio) receiver for operation in space, to implementing a software stack that allows Spire to operate the payload reliably.I also provided technical direction and mentorship to a team of four other software engineers, and ensured that a full spectrum of risks were mitigated so that the company's external obligations could be met with a very high level of confidence.In my seven years at Spire Global, I am proud that my team consistently met every externally facing service level commitment and milestone, to demanding customers such as NASA, NOAA and EUMETSAT.
  • Havok
    Senior Technical Relations Engineer
    Havok Aug 2012 - May 2015
    Tokyo, Japan
    I provided engineering support to customers using Havok rigid-body physics simulation in Japan. This involved diagnosing and fixing technical issues in Havok libraries and customer software applications, as well as identifying and removing performance bottlenecks in customer code. I was also charged with advising customers on best practices on how to integrate Havok middleware.
  • Ubisoft, Singapore
    Senior Programmer
    Ubisoft, Singapore Sep 2009 - Aug 2012
    I was involved in Ghost Recon Online, an Online, Third-Person Tactical Shooter, from 09/2009 to 07/2012, in two complementary roles.As Technical Lead for the Gameplay team, I provided guidance and leadership to the team as we worked to implement core components of the game, such as freeform movement over terrain, dynamic cover use, and class-based abilities. I was also heavily involved with production planning, working to ensure that designer requirements were prioritized and implemented efficiently by the team. The team consisted of 3 engineers ranging from Junior to Mid-Level in experience.As Lead Network Systems Programmer, I maintained and improved the game's peer-to-peer networking systems, adding features such as per-peer bandwidth throttling, fine-grained message passing, and reliable object synchronization. I also worked with the Lead Programmer and Technical Director to define a baseline security strategy for the game.
  • 2K Australia
    Software Engineer
    2K Australia Feb 2007 - Sep 2009
    I was involved with two titles, "Bioshock 2" and "The Bureau: XCOM Declassified", during my time at 2K Australia.On "Bioshock 2", my primary responsibilities were: - Development of new AI behaviors, expanding on the rich behaviors displayed in the original Bioshock. - Optimizing AI behaviors to allow for a greater number of actors per scene. - Fine tuning and debugging physics-based AI behaviors. This included in-depth debugging work on the Xbox 360 and PS3, including low-level SPU debugging.On "The Bureau: XCOM Declassified", my primary responsibilities were: - Creating a framework for integrating Kynapse AI middleware with 2K Australia's proprietary AI framework. - Planning and defining the structure for implementing the game's AI behaviors, which included complicated actions such as stalking, hiding, and fleeing from the player. - Providing mentorship and training for the Kynapse middleware to new team members and Junior programmers.Apart from this, I was also involved in creating solutions for build automation, extending our Perforce workflow with Python, and graphics performance profiling on the Xbox 360 platform.Technologies used: Unreal 2/3, Kynapse, Xbox 360, PS3, Perforce, Team Foundation Server

Linus Tan Skills

Game Development Perforce Xbox 360 Gameplay C++ Ps3 Artificial Intelligence Directx Multiplayer Python Multithreading Gameplay Programming Game Engines Game Programming Unity3d Havok Tcp/ip Visual Studio Powerpc Arm Architecture Embedded Linux Yocto Embedded Software Ps4 Wii U Gps Tracking

Linus Tan Education Details

Frequently Asked Questions about Linus Tan

What company does Linus Tan work for?

Linus Tan works for Terallite

What is Linus Tan's role at the current company?

Linus Tan's current role is Principal Consultant.

What is Linus Tan's email address?

Linus Tan's email address is lt****@****rix.net

What schools did Linus Tan attend?

Linus Tan attended Nanyang Polytechnic, Raffles Institution.

What are some of Linus Tan's interests?

Linus Tan has interest in Games, Music, Physics, Japan.

What skills is Linus Tan known for?

Linus Tan has skills like Game Development, Perforce, Xbox 360, Gameplay, C++, Ps3, Artificial Intelligence, Directx, Multiplayer, Python, Multithreading, Gameplay Programming.

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