Tom Cutting is a pragmatic programmer with 11 years’ experience building gameplay systems, tools, and engine-level features, currently developing core systems at Hello Games. He brings deep hands-on expertise in graphics and back-end work—authoring shaders and flow simulation for a class-leading Unity water system and improving Zig’s build/linker to support C++ and macOS fat libraries. A Cambridge MEng, Tom has a strong track record of shipping practical solutions across game studios and tooling teams, and co-founded multiple community tech initiatives (Hackers at Cambridge, Hack Cambridge) that demonstrate his talent for organizing and mentoring peers. Colleagues rely on him for precise, low-level problem solving that bridges research-grade thinking with production constraints.
11 years of coding experience
7 years of employment as a software developer
Bachelor of Arts - BA and Master of Engineering - MEng, Computer Science, II.1 (69.75%) (3rd year), I (77%) (2nd year), II.1 (65%) (1st year), Bachelor of Arts - BA and Master of Engineering - MEng, Computer Science, II.1 (69.75%) (3rd year), I (77%) (2nd year), II.1 (65%) (1st year) at University of Cambridge
Contributions:11 reviews, 563 commits, 86 PRs in 2 years 1 month
Contributions summary:Tom contributed to the water system implemented in Unity by creating scripts for a flow simulation, initially duplicating functionality from the foam simulation. The user implemented a shader for the flow simulation, adding features to generate flow based on wave data. The user also worked on integrating this data within the ocean shader by applying flow to the normal maps and also modifying the ocean mask.
General-purpose programming language and toolchain for maintaining robust, optimal, and reusable software.
Role in this project:
Back-end Developer
Contributions:32 reviews, 9 commits, 16 PRs in 1 year 6 months
Contributions summary:Tom contributed to the build system and linker of the Zig programming language, primarily focusing on enhancing the support for various library linking functionalities. The contributions included adding support for linking with C++ libraries, fat/universal dynamic libraries (particularly on macOS), and fat/universal archive files. Further improvements involved resolving order-of-call dependencies within the build process and improving the handling of carriage return characters in the tokenizer and multiline strings.
purposecompilertoolchainzigprogramming-language
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