Tom Plunket

Tom Plunket Email and Phone Number

Technical Visionary and Architect, lighting the way through the fog @ Smack Technologies Inc.
Tom Plunket's Location
Ontario, California, United States, United States
Tom Plunket's Contact Details

Tom Plunket personal email

n/a
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.

Tom Plunket's Current Company Details
Smack Technologies Inc.

Smack Technologies Inc.

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Technical Visionary and Architect, lighting the way through the fog
Tom Plunket Work Experience Details
  • Smack Technologies Inc.
    Lead Mapping And Modsim Engineer
    Smack Technologies Inc. Jul 2024 - Present
    Solving problems, one at a time.
  • Mighty Sprite
    Chief Technologist
    Mighty Sprite Mar 2024 - Jul 2024
    Ontario, California, Us
    Intent on building a global scale simulation engine.
  • Anduril Industries
    Tech Lead - Maps
    Anduril Industries Jul 2019 - Feb 2024
    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.
  • Mighty Sprite
    Technologist
    Mighty Sprite Apr 2013 - Jul 2019
    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.
  • Immersive Entertainment, Inc
    Lead Tools Developer
    Immersive Entertainment, Inc Oct 2016 - Mar 2017
    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.
  • Ready At Dawn Studios
    Programmer
    Ready At Dawn Studios May 2009 - Apr 2013
    Responsible for writing code to do a number of different things; mostly working on toolchain and some engine-side code as well.
  • Incinerator Studios, Llc
    Principal Programmer
    Incinerator Studios, Llc Jul 2006 - May 2009
    Spun off from THQ.
  • Thq
    Principal Engineer
    Thq Jul 2006 - Mar 2009
    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.
  • Jailed Games
    Lead Programmer
    Jailed Games Aug 2005 - Jul 2006
    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.
  • Sammy Studios
    Technical Architect
    Sammy Studios Aug 2003 - Jan 2005
    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.
  • Bellyfire Games
    Director Of Development
    Bellyfire Games Jan 2002 - Jul 2003
    Defined programming best practices. Led the charge for sustainable development practices. Implemented a lot of code.
  • Sony Computer Entertainment America
    Senior Programmer
    Sony Computer Entertainment America May 1996 - Feb 2003
    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.
  • Eidetic, Inc.
    Programmer
    Eidetic, Inc. May 1996 - Feb 2000
    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.
  • High Cascade Snowboard Camp
    Staff
    High Cascade Snowboard Camp Apr 1994 - Feb 1996
    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.

Tom Plunket Skills

Game Development Video Games Ps3 Xbox 360 Perforce Wii C++ Gameplay Console Game Design Software Engineering Computer Games Game Programming Gameplay Programming Multiplayer Software Development Shaders Hlsl Game Engines Lua Unity3d

Tom Plunket Education Details

  • University Of Vermont
    University Of Vermont
    Computer 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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