Tom Cutting

Programmer at Hello Games

England, United Kingdom
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Summary

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Rockstar
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Top School
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.
code11 years of coding experience
job7 years of employment as a software developer
bookBachelor 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
languagesEnglish, Dutch, French
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Stackoverflow

Stats
317reputation
96kreached
11answers
13questions
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Github Skills (24)

shader10
build-system10
cs-script10
script10
compiler-compiler10
zig10
linker10
graphics-programming10
compiler10
hlsl10
unity3d10
c-language9
lang9
cprogramming-language9
macos8

Programming languages (10)

C#TypeScriptJavaC++ShellJavaScriptZigSwift

Github contributions (5)

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wave-harmonic/crest

Aug 2018 - Oct 2020

A class-leading water system implemented in Unity
Role in this project:
userBack-end Developer & Shader Programmer
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.
post-processingoceanocean-geometrysampling-methodsshaderlab
ziglang/zig

Jun 2021 - Dec 2022

General-purpose programming language and toolchain for maintaining robust, optimal, and reusable software.
Role in this project:
userBack-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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Tom Cutting - Programmer at Hello Games