Tom Van Dijck is a Senior Software Engineer with 15 years of experience designing high-performance game and engine systems across studios including Embark, DICE, Blizzard, Sony, and EA. He specializes in low-level optimization, memory- and performance-sensitive systems, runtime and animation engine architecture, and scalable platform work—experience that spans console, PC, and live service titles like StarCraft II and Heroes of the Storm. At EA he served as runtime architect and later technical director for animation tech, guiding cross-team standards and tool integration while still shipping critical code. He contributes to notable open-source tooling such as Premake, improving build-system Lua scripts and adding APIs for symbols, string pooling and function-level linking—reflecting a blend of practical systems work and developer tooling. Based in Södermanland, Sweden, he combines deep systems expertise with a history of leadership on both engineering and technical-director levels.
15 years of coding experience
17 years of employment as a software developer
Bachelor's degree, Computer Science, Bachelor's degree, Computer Science at Hogeschool van Utrecht
Contributions:270 commits, 562 PRs, 259 pushes in 2 years 11 months
Contributions summary:Tom primarily contributed to the Premake codebase by updating Lua scripts related to build system generation. Their work involved modifying files like `_premake_init.lua`, `vs2010_vcxproj.lua`, and `oven.lua` to improve features such as inlining, symbol paths, and global variable handling. They also added new APIs for symbols, string pooling, floating-point exceptions, function-level linking, and intrinsics, indicating involvement in enhancing build configuration and code generation. Additionally, the user worked on improving test coverage by fixing test runners and assertions.
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Tom Van Dijck - Senior Software Engineer at Embark Studios