Tom Gambill Email and Phone Number
I am a serial entrepreneur, hardware and software engineer, and an expert in 3D game engine technology, with more than 25 years industry experience. I have founded 3 companies, and worked with a number of other early startups. I have successfully developed and shipped numerous games, game engines, and interactive video production products, and have a consistent and proven record managing and supporting successful remotely-based and internationally-distributed development teams.In my many roles as founder, engineer, CTO, or consultant, I have developed a wide range of skills, and valuable insights into the inner workings of a modern software development enterprise. Though I am a graphics engineer by trade, my latest passion project is Ember, a completely custom retro CPU and GPU platform to run games in emulation and on FPGA hardware.
-
FounderIari Technologies - 3D Rendering And Game Engine Technology ConsultingHouston, Tx, Us
-
Founder & CeoIari Ventures - 3D Game Technology Consulting Jan 2017 - PresentMissouri City, Texas, UsIARI provides expert consulting and mentoring services for game and simulation industry 3D technology teams. Primary driver of Project Ember, conceived as an open-source CPU and GPU platform to research retro gaming technologies. -
Co-FounderFocal Point Vr Ltd Sep 2016 - PresentGuildford, England, GbFocal Point are developing technology for real-time VR Video. Additional work on dense depth reconstruction, Laplacian and Gaussian multi-band blending, video processing, quality enhancement, compression and other bandwidth improvements for VR video transport. -
AdvisorHouston Exponential Jan 2016 - Aug 2019Advisor, consultant, and mentor for non-profit technology startup accelerator. Attend regular review board meetings, client meetings, and local events to support startups in Houston.
-
Senior Field Application Engineer - Havok Simulation Wind-DownMicrosoft Oct 2015 - Aug 2016Redmond, Washington, UsOversaw a successful wind-down of all Havok Simulation operations in North America following the acquisition of Havok by Microsoft. Worked closely with customers and the Microsoft Technical Support Team to assist in final transition off Havok Support. -
Senior Field Application Engineer - Havok SimulationHavok Oct 2013 - Oct 2015Dublin, IeOversaw all new simulation customer training and product evaluation in North America. Worked as consultant and technical liaison between sales, corporate management, and engineering teams, as well as all prospective and active customers. Reviewed engineering development plans and schedules. Created and managed product demos, sales and technical presentations, and competitive analysis. -
Senior Software Engineer - Havok SimulationHavok Jan 2011 - Oct 2013Dublin, IePrimary architect of an advanced GPU-based Ocean Rendering Simulation for use in next-generation military training simulators with a worldwide distributed engineering team. Worked very closely with Military & Simulation clients, drawing on many years of experience developing rendering technology for computer games, to incorporate modern GPGPU techniques into a Serious Games workflow. Developed project plans, improved engineering process, performed time and resource estimation and allocation, coordinating art content creation, attended industry technology conferences, gave presentations, and participated in technology advisory board review meetings. -
Lead ProgrammerTimegate Studios Jan 2009 - Dec 2010Sugar Land, Texas, UsLead Programmer on an unannounced MMO RPG, developed stereo 3D for Tron: Evolution on PS3, Section 8 Xbox 360, and Section 8: Prejudice PS3. Optimized performance for console certification for PS3 and Xbox 360. Consulted with hardware and software partners including Intel, Sony, Microsoft, NVIDIA, and others, and attended industry meetings and conferences regularly. Performed evaluation and integration of numerous middleware solutions such as Natural Motion Morpheme, SpeedTree, ScaleForm, Fork Particle, Vision Engine, Unreal 3 Engine, and many others. -
Senior Software EngineerTrion Worlds, Inc. Sep 2007 - Jan 2009Redwood City, UsPrimary driver behind the effort to standardize all game development teams on shared core technology. Provided consulting and engineering services for all offices, including 3D engine development and optimization, scheduling on-site development visits from NVIDIA, Intel, AMD, Microsoft, etc. Implemented functionality such as Deferred Shading, Full Scene Post Processing (bloom, HDR, warp, etc.), advanced lighting, and various advanced shaders for MMO teams. Performed research on concurrent (task/job) development for current and future many-core architectures, as well as future development for DirectX 11 PC hardware and consoles. -
Core Technology Client Team LeadNcsoft Corp Jan 2002 - Sep 2007Bellevue, Wa, UsLed a team developing a next-generation platform to build MMO games across PC, Xbox 360, and PS3. We primarily focused on technology that could be shared and widely used such as rendering, streaming and patching, parallelization and threading, and other such functionality fundamental to developing large-scale MMOs. Responsible for maintaining relationships between our various teams and the hardware and software vendors like NVIDIA, Microsoft, AMD, Intel, and others. Attended numerous industry conferences and advisory board meetings, negotiated contracts, worked with marketing on cross promotional deals for E3 and other conferences. Heavily involved early efforts to get NCsoft MMOs on consoles.Much of this work was done remotely from my home office, as well as on-site at various locations primarily Austin, but including Seoul, Seattle, and San Jose.Having originally joined NCsoft with the acquisition of the Ninjaneering rendering engine in early 2002, I was initially focused on the integration of this engine with Tabula Rasa, AutoAssault, and several other MMOs developed in Korea. -
Cofounder/CtoNinjaneering Mar 2001 - Jan 2002UsCofounder and CTO of an independent studio providing game development engineering and consulting services. We also developed a next-generation graphics engine which was sold to NCsoft. Tabula Rasa and Auto Assault were developed with this technology. -
Senior Software EngineerOrigin Systems May 1999 - Mar 2001Developed advanced graphics engine features, terrain system, and tools for an early incarnation if Ultima Online 2, a large scale MMO. My primary focus was on hardware acceleration and optimization for DirectX 5, as well as how to stream 100s of km of terrain and world geometry to the hardware in real time, back when GPUs (and CPUs for that matter) had much less memory and bandwidth than we do today.
-
Software EngineerKesmai Corp Sep 1995 - May 1999Developed a new hardware-accelerated 3D rendering engine for Air Warrior III, an early multiplayer online flight simulator. Also implemented a new user interface for Air Warrior for Windows, and co-developed a mission editor for Air Warrior II.
Tom Gambill Education Details
-
University Of MiamiOcean Engineering And Marine Robotics
Frequently Asked Questions about Tom Gambill
What company does Tom Gambill work for?
Tom Gambill works for Iari Technologies - 3d Rendering And Game Engine Technology Consulting
What is Tom Gambill's role at the current company?
Tom Gambill's current role is Founder.
What schools did Tom Gambill attend?
Tom Gambill attended University Of Miami.
Free Chrome Extension
Find emails, phones & company data instantly
Aero Online
Your AI prospecting assistant
Select data to include:
0 records × $0.02 per record
Download 750 million emails and 100 million phone numbers
Access emails and phone numbers of over 750 million business users. Instantly download verified profiles using 20+ filters, including location, job title, company, function, and industry.
Start your free trial