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Tom Gambill Email & Phone Number

Location: Greater Houston, United States, United States 13 work roles 1 school
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Role
Founder
Location
Greater Houston, United States, United States

Who is Tom Gambill? Overview

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Quick answer

Tom Gambill is listed as Founder at IARI Technologies - 3D Rendering and Game Engine Technology Consulting, based in Greater Houston, United States, United States. AeroLeads shows a matched LinkedIn profile for Tom Gambill.

Tom Gambill previously worked as Founder & CEO at Iari Ventures - 3D Game Technology Consulting and Co-Founder at Focal Point Vr Ltd. Tom Gambill holds Bsee, Ocean Engineering And Marine Robotics from University Of Miami.

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IARI Technologies - 3D Rendering and Game Engine Technology Consulting

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Profile bio

About Tom Gambill

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.

Current workplace

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IARI Technologies - 3D Rendering and Game Engine Technology Consulting
Iari Technologies - 3D Rendering And Game Engine Technology Consulting
Founder
Houston, TX, US
AeroLeads page
13 roles

Tom Gambill work experience

A career timeline built from the work history available for this profile.

Founder

Iari Technologies - 3D Rendering And Game Engine Technology Consulting

Houston, TX, US

Founder & Ceo

Current

Missouri City, Texas, US

IARI 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.

Jan 2017 - Present

Co-Founder

Current

Guildford, England, GB

Focal 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.

Sep 2016 - Present

Advisor

Houston Exponential

Advisor, consultant, and mentor for non-profit technology startup accelerator. Attend regular review board meetings, client meetings, and local events to support startups in Houston.

Jan 2016 - Aug 2019

Senior Field Application Engineer - Havok Simulation Wind-Down

Redmond, Washington, US

Oversaw 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.

Oct 2015 - Aug 2016

Senior Field Application Engineer - Havok Simulation

Dublin, IE

Oversaw 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.

Oct 2013 - Oct 2015

Senior Software Engineer - Havok Simulation

Dublin, IE

Primary 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.

Jan 2011 - Oct 2013

Lead Programmer

Sugar Land, Texas, US

Lead 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.

Jan 2009 - Dec 2010

Senior Software Engineer

Redwood City, US

Primary 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.

Sep 2007 - Jan 2009

Core Technology Client Team Lead

Bellevue, WA, US

Led 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.

Jan 2002 - Sep 2007

Cofounder/Cto

US

Cofounder 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.

Mar 2001 - Jan 2002

Senior Software Engineer

Origin Systems

Developed 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.

May 1999 - Mar 2001

Software Engineer

Kesmai Corp

Developed 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.

Sep 1995 - May 1999
1 education record

Tom Gambill education

  • University Of Miami
    University Of Miami
    Ocean Engineering And Marine Robotics
FAQ

Frequently asked questions about Tom Gambill

Quick answers generated from the profile data available on this page.

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 IARI Technologies - 3D Rendering and Game Engine Technology Consulting?

Tom Gambill is listed as Founder at IARI Technologies - 3D Rendering and Game Engine Technology Consulting.

Where is Tom Gambill based?

Tom Gambill is based in Greater Houston, United States, United States while working with IARI Technologies - 3D Rendering and Game Engine Technology Consulting.

What companies has Tom Gambill worked for?

Tom Gambill has worked for Iari Technologies - 3D Rendering And Game Engine Technology Consulting, Iari Ventures - 3D Game Technology Consulting, Focal Point Vr Ltd, Houston Exponential, and Microsoft.

How can I contact Tom Gambill?

You can use AeroLeads to view verified contact signals for Tom Gambill at IARI Technologies - 3D Rendering and Game Engine Technology Consulting, including work email, phone, and LinkedIn data when available.

What schools did Tom Gambill attend?

Tom Gambill holds Bsee, Ocean Engineering And Marine Robotics from University Of Miami.

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