Thomas Schenck work email
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Thomas Schenck personal email
Computer programmer, System and Network Administrator. Experienced in advanced graphics systems, character intelligence (AI), database construction and management, complex multiplexing for sound and video. Developed 12+ titles to market. Experienced in several programming languages (C++,C, Pascal, various assembly-languages - MIPS IV, x86, Z-80, 68000, 65816/6502, PIC18). CCNA, FCC, and ISCET certifications for computer networking and electronics maintenance.Specialties: 3D animation systems, Physics, AI simulation, low-level system coding, complex database programming, Linux/Solaris administration, data network optimization ... and anything else that's challenging.
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Technical DirectorStriking Distance Studios Jun 2021 - Oct 2024San Ramon, Ca, Us -
Senior Software EngineerVisual Concepts Oct 2019 - May 2021Novato, California, Us -
Principal Software EngineerToys For Bob Jul 2018 - Sep 2019Petaluma, Ca, Us -
Senior Software EngineerDaybreak Game Company Llc May 2016 - Jun 2018San Diego, California, Us -
Technical DirectorDaybreak Game Company Llc Feb 2015 - May 2016San Diego, California, Us -
Senior ProgrammerSony Online Entertainment May 2012 - Feb 2015San Diego, Ca, Us -
Programmer IiSony Online Entertainment Nov 2009 - May 2012San Diego, Ca, Us -
Telecommunications AnalystNebraska Public Power District Jun 2006 - Oct 2009I work in NPPD's network operations center, managing telecommunications projects, assisting in troubleshooting of network problems and configuration of equipment. The center manages our internal TDM network, state-wide Fiber Optic system, and most of our data networking devices.I have developed several wireless network systems in use, a network statistical monitor server, several IDS systems, and procedures and projects for router and switch replacement and installation. -
Web DeveloperUniversal Net, Inc. May 2004 - Mar 2006At Universal Net, I helped maintain customer websites, and also developed internal tools used for project management. The primary platform was IIS ASP code using Microsoft Visual Studio/Front Page extensions.
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Technical DirectorBig Ape Productions, Inc Jan 2000 - May 2002I started as a Senior Programmer on a Sony Playstation title called Simpsons Wrestling. For this title, I was responsible for graphics and other system-level programming in both C and MIPS assembly language.I also was involved in developing Playstation 2 system code (including VU microcode and GPU code), and worked on Celebrity Deathmatch (a cross-platform title) primarily in C++. Part of this project involved developing an Inverse Kinematics system for passing momentum from player-to-player in fighting sequences and also for interpolating between and combining animations for characters.
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Lead Software EngineerBlue Planet Software Oct 1998 - Dec 1999UsDeveloped, as part of a team, cross-platform C++ libraries used in Playstation and PC titles for advanced 3D visualiation of gameplay including low-level display code for the PC in x86 assembly language. Was also responsible for managing a few programmers and coordinating code builds.I helped bring The Next Tetris to market for the Sony Playstation as a technical lead, and was primarily responsible for developing and bringing to market The Next Tetris for PC. -
Lead ProgrammerPulse Entertainment May 1997 - Oct 1998UsLead resonsible for 3D third-person action title for the PC, "Space Bunnies Must Die". I lead a team to complete this title from an existing work-in-progress. This included revamping render pipeline, development of collision system, character behavior and animations, UI, and development of the toolset and pipeline. This work was done using a custom library built on C code, but using data-flow modelling with a C++ like macro library. -
Programmer Ii / IiiMaxis, Inc. Nov 1995 - May 1997Developed graphics and low-level code for Sony Playstation title "SimCity 2000" in C++ and worked on the team developing "SimCity 3000" code base, primarily on character and object behavior class libraries also in C++.
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Software EngineerVisual Concepts Jun 1994 - Jul 1995Novato, California, UsDeveloped open-ended RPG-style and platform games on Sega Genesis platform in 68000 assembly language. Also developed other tools in C for conversion and processing of databases for use in games. -
Technical DirectorRingler Studios Dec 1993 - May 1994Developed Sega Genesis library code in 68000 assembly language and also tool-chain code in C.
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Software EngineerPark Place Productions Feb 1993 - Dec 1993I worked here in conjuction with another programmer to develop a detailed simulation of Ice Hockey on both the Super Nintendo platform and the Sega Genesis platform. The product was an original title that was being developed for both platforms simultaniously. I was responsible for the Super Nintendo version, and helped Park Place further develop their SNES libraries at the same time. I was most pleased with my graphics work that allowed nearly-seemless transision from top-view to side-view to semi-3d view of the hockey field.
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Computer ProgrammerBlue Sky Software Oct 1992 - Feb 1993
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Senior ProgrammerKnight Technologies Nov 1990 - Oct 1992My first professional position was working here as a general programmer, and helped build the company from two or three guys in a small space to a 15-person company that eventually merged with Park Place Productions.
Thomas Schenck Skills
Thomas Schenck Education Details
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Southeast Community CollegeElectronics
Frequently Asked Questions about Thomas Schenck
What is Thomas Schenck's role at the current company?
Thomas Schenck's current role is Game Development expert, Sailor, Electronic Technician.
What is Thomas Schenck's email address?
Thomas Schenck's email address is ta****@****acm.org
What schools did Thomas Schenck attend?
Thomas Schenck attended Southeast Community College.
What skills is Thomas Schenck known for?
Thomas Schenck has skills like C++, C, Assembly, Microchip Pic, Z80, Mplab, Android, Ps2, Playstation, Ps3, Fmod, Unreal 3.
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