Thomas P. Mensch Email and Phone Number
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Thomas P. Mensch personal email
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Devices: Shipped software on all iOS devices from the iPhone 4 (Verizon) through the iPhone 8/8 Plus/X and iPad Pro (2nd generation)Programming: C, C++, Python, Perl, multithreadingPlatforms: macOS, iOS, Windows, Linux- Exceptionally fast at learning new languages / environments / platforms- Work well with others; Strong communication skills
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Secure Systems EngineerApple Jun 2015 - PresentSan Francisco Bay Area -
Senior Software EngineerApple Aug 2010 - Jun 2015San Francisco Bay Area -
Senior Software EngineerTelenav Jan 2010 - Jul 2010San Francisco Bay AreaLead an initiative to improve performance, unit testing and code quality for a set of backend services needed to generate map tiles for mobile appsRefactored legacy codebase to use http instead of a proprietary protocol for better performance and reliabilityDeployed server binary improvements to production systems used by over 11 million customers -
Senior Software EngineerEmergent Game Technologies Jul 2006 - Dec 2009San Francisco Bay Area And Raleigh-Durham, North Carolina Area- Lead Programmer on multiplayer portion of Emergent's first multiplayer Gamebryo Lightspeed release (8/2009 - on time).- Developed intra and inter thread and process messaging system for client/server and peer to peer applications with pluggable networking support on Windows, Xbox 360, PS3, Wii, and Linux.- Worked on Rapid Iteration between Windows tools and game clients on Windows Xbox 360, PS3 and Wii. A tool edit would show up instantly on all platforms simultaneously.- Worked on scriptable (Python, Lua) Entity and Behavior system.- Worked on Replication system used to automatically and efficiently synchronize Entity state between processes and send Behaviors to remote Entities.- Worked on Gamebryo Lightspeed 3.0, including development, customer support, and QA (Emergent has no QA department and uses developers for all release QA).- Integrated enet open source reliable UDP layer with pluggable networking layer.- Developed HIO2 based socket and synchronous file access for tool time communication and Rapid Iteration on the Wii.- Worked on PS3 networking (NP Signaling) and matchmaking (NP Matching). Support for up to 32 players.- Worked on Wii networking and matchmaking (DWC). Support for up to 4 players.- Ported existing network and game framework to Xbox 360, PS3, Wii, and Linux.- Developed and improved numerous automated unit tests including infrastructure for multiprocess and multithreaded testing.- Integrated networking technology with internal Gamebryo demo to create the Emergent's first networked multiplayer game demo.- Contributed to several other demos, including Mangled Metal (shown GDC 2008 and included in Gamebryo Lightspeed 3.0). -
Senior Software EngineerNokia Sep 2003 - Jul 2006San Francisco Bay Area- Lead Programmer for N-Gage Arena Launcher on Series 60; an integrated IM and web browser application for N-Gage Arena content delivery with a game quality UI.- Delivered high quality product in time to be burned into ROM of the N-Gage QD. N-Gage Arena Launcher software is in ROM on over 2 million devices in 40 languages worldwide and available for download for the original N-Gage.- Lead Programmer for a versatile UI widget toolkit for Series 60 that embeds the built-in web browser. Apps have the same look and feel on Series 60 1.2, 2.x, 3.0 with 24fps animation. Toolkit is used in N-Gage Arena Launcher, N-Gage Arena Framework SDK, and Community SDK.- Worked with game developers on Pocket Kingdom, and Pathway To Glory assisting with integration of our SDK, fixing bugs in our SDK as well as using a Lauterbach hardware debugger to help game developers track down bugs that would only appear on the device.- Lead Programmer for Community SDK on Series 60. All functionality of Framework SDK and Launcher application with XML based pages and images can that be fetched over HTTP using provided API. - Programmer for Snap Massively Multiplayer Server on Linux (used by N-Gage Arena) with a focus on improving reliability and scalability of servers. Eliminated all known crash bugs and increased the login rate by 90x and the number of users per cluster node by 10x. Used GDB and Valgrind for debugging, memory leak detection and profiling.- Lead Programmer on thread safe C++ wrapper to the C Snap Multiplayer Client API.- Lead Programmer on Snap Client Python module for accessing the C++ Snap Multiplayer Client API. Used to create Stress, Unit and System tests of server and client software.- Used Perl to Convert our old suite of 113 Unit/System tests to use Snap Client Python module. The suite of Unit/System tests now runs more reliably and in 25% of the time. -
Senior Software EngineerSega.Com Jul 2003 - Sep 2003San Francisco Bay Area- Programmer on N-Gage Arena Framework SDK Network/UI Middleware used in all Multiplayer over the Internet N-Gage games. The Framework takes care of establishing a mobile internet connection, using SOAP to create an N-Gage Arena account, and game matchmaking.- Sega.com was acquired by Nokia where I continued to work on the same project.
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Software EngineerStudent / Independent Contractor Nov 2001 - Jun 2003San Francisco Bay Area- Lead Programmer for WinCE MFC app that connects to an Oracle Lite database and syncs over TCP/IP through a Widows MFC app to an Oracle Database (Contract with Paradux Concepts Inc.).- Added DirectPlay Multiplayer, DirectSound and DirectShow to game framework (Assignment SJSU).- Created several games using MFC game framework with my enhancements (Assignments SJSU).- MFC app using OCI to connect to Oracle database (Assignment SJSU).- PHP and MySQL (LAMP) based text book auction web site (Assignment SJSU).
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Contracting Game ProgrammerNuvo Studios Aug 2001 - Nov 2001San Francisco Bay Area- Lead Programmer for Marble Madness on Pocket PC- Worked with original C source from the arcade game and used C++ to emulate arcade hardware- Programmer for cross platform game framework on Pocket PC and PalmOS
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Contracting Game Programmer3D6 Games Apr 2001 - Aug 2001San Francisco Bay Area- Programmer for Tetris Worlds and Atlantis on Gameboy Advance in C++ and C using GNU compiler
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Senior Software EngineerGames.Com Jul 2000 - Feb 2001San Francisco Bay Area- Lead Programmer for Multiplayer Monopoly Java (Client and Server)- Programmer on Multiplayer Java game SDK
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Senior ProgrammerParadux Concepts Inc. Jul 1998 - Mar 2000Sacramento, California Area- Lead Programmer for numerous Web sites on Linux using Perl and Windows using ASP- Linux and Windows system setup and administration- Apache, Sendmail, BIND, MySQL and MSSQL server setup and administration -
Junior ProgrammerThird-I Productions Jan 1994 - Mar 1998San Francisco Bay Area- Worked on Jumble, Sorry, Boggle, and Yahtzee PC CD-ROM games using C++ MFC and DirectX
Thomas P. Mensch Skills
Thomas P. Mensch Education Details
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Computer Science -
Psychology
Frequently Asked Questions about Thomas P. Mensch
What company does Thomas P. Mensch work for?
Thomas P. Mensch works for Apple
What is Thomas P. Mensch's role at the current company?
Thomas P. Mensch's current role is Secure Systems Engineer at Apple.
What is Thomas P. Mensch's email address?
Thomas P. Mensch's email address is to****@****ail.com
What schools did Thomas P. Mensch attend?
Thomas P. Mensch attended San José State University, University Of California, Davis.
What are some of Thomas P. Mensch's interests?
Thomas P. Mensch has interest in Video Games, Science Fiction, Reading.
What skills is Thomas P. Mensch known for?
Thomas P. Mensch has skills like Linux, C++, Perl, Python, C, Debugging, Lua, Multithreading.
Who are Thomas P. Mensch's colleagues?
Thomas P. Mensch's colleagues are Abu Bakar Zia Bhatti, Nicki Barn, Surendra Baghel, Bonnie Chiu, Nigar Balaşbəyli, Shohayabur Siaum, Katie Sutherland.
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