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Tom Plunket Email & Phone Number

Technical Visionary and Architect, lighting the way through the fog at Smack Technologies Inc.
Location: Ontario, California, United States 14 work roles 1 school
2 work emails found @anduril.com LinkedIn matched
✓ Verified July 2026 4 data sources Profile completeness 100%

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Work email t****@anduril.com
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Current company
Role
Technical Visionary and Architect, lighting the way through the fog
Location
Ontario, California, United States

Who is Tom Plunket? Overview

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Quick answer

Tom Plunket is listed as Technical Visionary and Architect, lighting the way through the fog at Smack Technologies Inc., based in Ontario, California, United States. AeroLeads shows a work email signal at anduril.com and a matched LinkedIn profile for Tom Plunket.

Tom Plunket previously worked as Lead Mapping and ModSim Engineer at Smack Technologies Inc. and Chief Technologist at Mighty Sprite. Tom Plunket holds Bs, Computer Science from University Of Vermont.

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Email format at Smack Technologies Inc.

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{first}@anduril.com
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Profile bio

About Tom Plunket

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.

Listed skills include Game Development, Video Games, Ps3, Xbox 360, and 17 others.

Current workplace

Tom Plunket's current company

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Smack Technologies Inc.
Smack Technologies Inc.
Technical Visionary and Architect, lighting the way through the fog
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14 roles

Tom Plunket work experience

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

Lead Mapping And Modsim Engineer

Current

Solving problems, one at a time.

Jul 2024 - Present

Chief Technologist

Ontario, California, Us

Intent on building a global scale simulation engine.

Mar 2024 - Jul 2024

Tech Lead - Maps

Orange County, Ca, Us

Spun 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.

Jul 2019 - Feb 2024

Technologist

Ontario, California, Us

Making 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.

Apr 2013 - Jul 2019

Lead Tools Developer

Immersive Entertainment, Inc

While 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.

Oct 2016 - Mar 2017

Programmer

Ready At Dawn Studios

Responsible for writing code to do a number of different things; mostly working on toolchain and some engine-side code as well.

May 2009 - Apr 2013

Principal Programmer

Incinerator Studios, Llc

Spun off from THQ.

Jul 2006 - May 2009

Principal Engineer

Thq

Agoura Hills, Ca, Us

Firefighter, 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.

Jul 2006 - Mar 2009

Lead Programmer

Jailed Games

Doing 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.

Aug 2005 - Jul 2006

Technical Architect

Carlsbad, Ca, Us

Code visionary, in charge of high-level system architecture and keeping the coders on the straight and narrow path away from cruft and poor code.

Aug 2003 - Jan 2005

Director Of Development

Bellyfire Games

Defined programming best practices. Led the charge for sustainable development practices. Implemented a lot of code.

Jan 2002 - Jul 2003

Senior Programmer

Sony Computer Entertainment America

Wrote 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.

May 1996 - Feb 2003

Programmer

Eidetic, Inc.

On 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.

May 1996 - Feb 2000

Staff

House 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.

Apr 1994 - Feb 1996
1 education record

Tom Plunket education

  • University Of Vermont
    University Of Vermont
    Computer Science
FAQ

Frequently asked questions about Tom Plunket

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

What company does Tom Plunket work for?

Tom Plunket works for Smack Technologies Inc..

What is Tom Plunket's role at Smack Technologies Inc.?

Tom Plunket is listed as Technical Visionary and Architect, lighting the way through the fog at Smack Technologies Inc..

What is Tom Plunket's email address?

AeroLeads has found 2 work email signals at @anduril.com for Tom Plunket at Smack Technologies Inc..

Where is Tom Plunket based?

Tom Plunket is based in Ontario, California, United States while working with Smack Technologies Inc..

What companies has Tom Plunket worked for?

Tom Plunket has worked for Smack Technologies Inc., Mighty Sprite, Anduril Industries, Immersive Entertainment, Inc, and Ready At Dawn Studios.

How can I contact Tom Plunket?

You can use AeroLeads to view verified contact signals for Tom Plunket at Smack Technologies Inc., including work email, phone, and LinkedIn data when available.

What schools did Tom Plunket attend?

Tom Plunket holds Bs, Computer Science from University Of Vermont.

What skills is Tom Plunket known for?

Tom Plunket is listed with skills including Game Development, Video Games, Ps3, Xbox 360, Perforce, Wii, C++, and Gameplay.

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