Tom Plunket Email and Phone Number
Tom Plunket work email
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Tom Plunket personal email
Tom is a multidisciplinary software developer with over twenty five years of experience in video games, casino gaming, and the defense industries encompassing a broad range of technology from data processing pipelines to artist tools to rendering engines and low level system optimization. His approach to software development is to create solutions for what is needed right now while leaving the door open for functionality that may soon be needed, taking a pragmatic approach that gets the current needs handled immediately and allows the future needs to be handled quickly by himself or other members of the team.
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Lead Mapping And Modsim EngineerSmack Technologies Inc. Jul 2024 - PresentSolving problems, one at a time. -
Chief TechnologistMighty Sprite Mar 2024 - Jul 2024Ontario, California, UsIntent on building a global scale simulation engine. -
Tech Lead - MapsAnduril Industries Jul 2019 - Feb 2024Orange County, Ca, UsSpun up a team to own data acquisition, processing, and service of anything broadly consider "map data" to a wide spectrum of clients. If a user wants to see satellite imagery or a robot needs a 3D model of the environment, our team finds, formats, and delivers that data in the domain appropriate for the use case, whether the client has high speed, low latency access to public internet or is in a disconnected environment with intermittent connections to its peers. Cut in-field failures of mapping systems from ~50% (as expressed by management) to 0 over 2023 and developed systems to reliably deploy high-rez map data to austere and disconnected environments.Previously, a developer working on the native client for Lattice, a desktop/2D and VR application, where my focus was on on usability for developers as well as users with some team management thrown in. -
TechnologistMighty Sprite Apr 2013 - Jul 2019Ontario, California, UsMaking things amazing and making amazing things with people who demand the same of themselves. Wide-ranging experience encompassing technology from casino-based video slots to in-home VR. Strong focus on making it easier to make things, from API design and development to scripting Photoshop, 3dsmax, and After Effects. Not only do I get the stuff done you need to get done, I also make it easier for everyone else on the team to get their stuff done. The easier stuff is to make, the better that stuff will be. -
Lead Tools DeveloperImmersive Entertainment, Inc Oct 2016 - Mar 2017While I was officially the lead tools developer at Immersive, my breadth of experience has me regularly mentoring the more junior team members across the team, from AI to networking and special effects. Indeed, I think I've actually worked on more non-tools development than tools specifically; while the tools are certainly important to development workflow my ability to get into the depths of Unreal and figure out what's going on has proven valuable on numerous occasions, either to help a teammate out directly or to develop a solution that a teammate can use later.
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ProgrammerReady At Dawn Studios May 2009 - Apr 2013Responsible for writing code to do a number of different things; mostly working on toolchain and some engine-side code as well.
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Principal ProgrammerIncinerator Studios, Llc Jul 2006 - May 2009Spun off from THQ.
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Principal EngineerThq Jul 2006 - Mar 2009Agoura Hills, Ca, UsFirefighter, closer. Camera controllers, racer AI collision avoidance, data persistence. Speaking my mind on all topics. Worked on eight shipped games in less than three years. -
Lead ProgrammerJailed Games Aug 2005 - Jul 2006Doing that which herding cats requires, e.g. being light on my feet, responding to problems as they arrive, and understanding what might come up down the road so we can be prepared for whatever may come.
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Technical ArchitectSammy Studios Aug 2003 - Jan 2005Carlsbad, Ca, UsCode visionary, in charge of high-level system architecture and keeping the coders on the straight and narrow path away from cruft and poor code. -
Director Of DevelopmentBellyfire Games Jan 2002 - Jul 2003Defined programming best practices. Led the charge for sustainable development practices. Implemented a lot of code.
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Senior ProgrammerSony Computer Entertainment America May 1996 - Feb 2003Wrote a lot of 3D Studio plugin code. Wrote many of the low-level data converters. Engineering evangelizer. Firefighter. Provided extensive support for the rest of the team on C++ issues and bug identification and patching.
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ProgrammerEidetic, Inc. May 1996 - Feb 2000On the Syphon Filter series: Wrote the entire toolchain. Wrote most of the low-level gamestate management code. Wrote entire user interface including front-end and in-game menu, included a fully-featured window-based text display system.Hired toward the end of Bubsy3D development, providing solutions to showstopper can't-ship-with-these bugs that the senior programmers couldn't solve. Here started my journey as a firefighter.Eidetic was bought by SCEA in February 2000.
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StaffHigh Cascade Snowboard Camp Apr 1994 - Feb 1996House monitor, fix-it guy, general do-whatever dude with a pager. Managed campers' activities and attitudes, fixed drywall, repaired bus engines. Went huge off the Glory Jumps, stoked out campers by being the laid-back mellow guy with big moves.
Tom Plunket Skills
Tom Plunket Education Details
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University Of VermontComputer Science
Frequently Asked Questions about Tom Plunket
What company does Tom Plunket work for?
Tom Plunket works for Smack Technologies Inc.
What is Tom Plunket's role at the current company?
Tom Plunket's current role is Technical Visionary and Architect, lighting the way through the fog.
What is Tom Plunket's email address?
Tom Plunket's email address is to****@****ril.com
What schools did Tom Plunket attend?
Tom Plunket attended University Of Vermont.
What skills is Tom Plunket known for?
Tom Plunket has skills like Game Development, Video Games, Ps3, Xbox 360, Perforce, Wii, C++, Gameplay, Console, Game Design, Software Engineering, Computer Games.
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