Nic Makin

Co-Founder

Swadlincote, England, United Kingdom25 yrs 6 mos experience
Highly Stable

Key Highlights

  • Over 25 years of experience in software engineering.
  • Led award-winning video game and application development teams.
  • Expert in optimizing graphics engines and gameplay systems.
Stackforce AI infers this person is a seasoned Technical Director in the Gaming industry with expertise in software architecture and team leadership.

Contact

Skills

Core Skills

LeadershipC++Unreal EngineGameplay EngineeringGodotOptimizationArchitectureEngineering LeadershipAwsManagementEngineeringComputer Science

Other Skills

Team LeadershipAnimation EngineeringCoaching & MentoringGitTeam BuildingCoachingTeam ManagementMobile DevicesAmazon Web Services (AWS)Game DevelopmentGameplayVideo GamesAnimationVisual StudioObjective-C

About

An experienced Technical Director, Software Engineering Manager and Technical Architect with over 25 years professional experience managing global teams across multiple platforms and technology stacks on both small and large scale projects. Nic has lead teams creating award winning video games, apps, websites, and full-stack applications.

Experience

Makingames ltd

2 roles

Studio Technical Director / Co-Founder

Promoted

Feb 2025Present · 1 yr 1 mo · Remote

  • Working at MakinGames providing contract engineering and staff augmentation services for clients including Zenimax Online Studios.
  • Alongside running the company, I also provide technical engineering such as:
  • For Zenimax Online Studios I was a principal animation systems engineer, working with blending, soft body simulations, and cloth physics developing solutions for a cutting edge custom engine.
  • For a number of indie studios I provided gameplay, camera, and animation engineering services in both Unreal Engine and Godot Engine
LeadershipTeam LeadershipC++Unreal EngineGodot

Freelance Principal Engineer / Technical Director

Jul 2014Feb 2025 · 10 yrs 7 mos · Remote

  • Working at MakinGames on Raging Justice and providing freelance contract engineering services.
LeadershipOptimizationC++EngineeringCoaching & Mentoring

The multiplayer group (mpg)

Technical Director

Aug 2020Aug 2024 · 4 yrs

  • Leading a global remote team of highly skilled software engineers and managers working on Starfield for Bethesda Game Studios. Responsible for porting the bespoke graphics engine to DX12, optimizing for different GPU's, and introducing novel debugging tools for shaders.
C++OptimizationGitLeadershipTeam BuildingCoaching+6

Preciousbluedot

Principal Software Architect / Head of Software

Jul 2012Aug 2020 · 8 yrs 1 mo

  • Lead the creation of a full-stack framework for a number of award winning customer facing applications, such as 7IMagine, for the financial industry, social media, sports, medical, and technology companies.
  • Simultaneously managing multiple project teams to deliver high quality full-stack software.
Computer ScienceArchitectureMobile DevicesOptimizationTeam BuildingCoaching+5

Codemasters

Group Lead Programmer

Aug 2011Jul 2012 · 11 mos · Birmingham

  • Managing and mentoring a team of graduate and senior software engineers within an agile environment, while developing vehicle physics and handling on the family friendly karting game, F1 Race Stars (PS3, Xbox 360, Wii U, PC).
OptimizationCoachingEngineering LeadershipEngineeringManagementCoaching & Mentoring

Sony interactive entertainment

Senior Programmer

Jan 2011Jun 2011 · 5 mos

  • Senior Gameplay Engineer working on an unannounced project for PlayStation Vita at BigBig Studios
OptimizationCoachingEngineering

Rare ltd

4 roles

Software Director

Promoted

Oct 2009Nov 2010 · 1 yr 1 mo

  • Software Director for the Rare Platform Team, responsible for core Natal technologies for Rare and Xbox Live Avatars. Updating the Xbox Live Avatar Customisation tool to work seamlessly with Kinect and the controller.
Computer ScienceOptimizationCoachingTeam LeadershipEngineeringManagement+1

Principle Software Architect

Promoted

Apr 2009Nov 2010 · 1 yr 7 mos

  • As Principle Software Architect, I was the lead for two smaller projects being developed with the Xbox Live teams, one didn't make it, but the other became part of the Xbox Live Sky Player and Xbox Live FOOT+ application for Canal+ in France.
Computer ScienceOptimizationCoachingEngineeringCoaching & Mentoring

Lead Software Engineer

Apr 2006Nov 2010 · 4 yrs 7 mos

  • After Perfect Dark Zero I had the opportunity to work on a series of concept ideas as Lead Software Engineer. I reworked the codebase to be much more generic giving my team the ability to prototype concepts in many different styles. From motion controls with the Xbox Live Vision Camera to character based adventures to highly customisible online-personas that lead directly to Xbox 360 Avatars being green-lit.
OptimizationCoachingTeam LeadershipEngineeringManagement

Senior Software Engineer

Nov 2003Nov 2010 · 7 yrs

  • My abilities as a Gameplay Engineer improved, as did my generalist programmer tendencies, able to turn my hand at any part of a code-base.
  • I moved onto Perfect Dark Zero, as before the main focus was gameplay engineering, this time through first-person controls and character motion. Although I still had responsibility in other systems and areas such as animation and build process.
OptimizationEngineering

Rare ltd / microsoft

Software Engineer

Jun 2000Nov 2010 · 10 yrs 5 mos

  • Character control and Gameplay were my main areas of responsibility here, I was hired for these and these I gave.
  • Worked on Kameo:Elements of Power.
Engineering

Education

The University of Manchester

MEng — Software Engineering

Jan 1996Jan 2000

Stackforce found 100+ more professionals with Leadership & C++

Explore similar profiles based on matching skills and experience