Tom Hammersley is a Principal Engineer with over 25 years in games and graphics engineering and 15 years in senior roles, currently leading high-end rendering and optimisation work at Electronic Arts from his base in Lichfield. He has driven console and PC engine development across multiple generations—PS3 through PS5 Pro and Xbox One—shiping BAFTA-winning F1 titles and pioneering in-race raytracing, 8K rendering and platform partnerships for IHVs and middleware. Known for deep low-level performance expertise, his career includes SPU/GPU/RSX optimisation, DirectX 11/12, physically based shading and practical ML-for-graphics R&D, plus public speaking at GDC on GPU performance. He combines hands-on engine implementation with people leadership—mentoring, recruitment and technical planning—and a history of porting and building cross-platform engines from the ground up. An autodidact with an MSc in Software Project Management, Tom pairs broad architectural vision with a willingness to dive into platform-specific assembly-level bottlenecks.
15 years of coding experience
15 years of employment as a software developer
MSc in Software Project Management Software engineering project management requirements analysis, MSc in Software Project Management Software engineering project management requirements analysis at The Open University
Contributions:3 pushes, 1 branch in 3 years 9 months
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