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Marc Fascia

Technical Director

VP of Technology at Splash Damage

Bromley, United Kingdom

Section title

Marc Fascia's Email Addresses & Phone Numbers

Marc Fascia's Work Experience

Splash Damage

Technical Director

January 2012 to Present

Splash Damage

Lead Programmer

July 2011 to January 2012

Bromley, United Kingdom

Ninja Theory

Lead Gameplay Programmer

December 2010 to July 2011

Marc Fascia's Education

EERIE

Master’s Degree in Computer Science and Computer Graphics Engineering Computer Science

1995 to 1998

IUT Mesures Physiques de Saint Etienne

BTEC Higher National Diploma in Physics Physics Electronics Computer Science

1993 to 1995

Lycee Georges Brassens

A Levels in Mathematics & Physics

1990 to 1993

About Marc Fascia's Current Company

Splash Damage

About Marc Fascia

📖 Summary

Technical Director @ From January 2012 to Present (4 years) Lead Programmer @ From July 2011 to January 2012 (7 months) Bromley, United KingdomLead Gameplay Programmer @ Maintaining the in-house game framework that is built on top of Unreal 3 and evolving it to add support for multiplayer networked games. Keywords: UnrealEngine3, Multiplayer From December 2010 to July 2011 (8 months) Lead Gameplay Programmer @ "Enslaved: Odyssey to the West" and "Pigsy's Perfect 10" DLC, X360 and PS3 for Namco • Managed the gameplay programming team (up to 11 programmers/tech designers): planning, support, code reviews, mentoring, appraisals • Created and maintained the schedule and interfaced with the production team • Main point of contact for the design team • Directed the game code optimization effort during alpha and beta • Architectured the basis of Pigsy's DLC into the main game prior it's shipping • Worked on TRC/TCR and submission documents for 4SKUs. The main game and DLC were approved first time on both X360 and PS3 • Supervised the integration of the TriOviz 3D SDK as part of a title patch Keywords: UnrealEngine3, Enslaved, Lead Programming, Planning From September 2009 to November 2010 (1 year 3 months) Senior Programmer (Consultant) @ Deployed and customized Epic's continuous integration tools for UnrealEngine3 on Dishonored Keywords: Continuous Integration, UnrealEngine3, Perforce From May 2009 to June 2009 (2 months) Project Manager / Producer @ Worked on ‘Blindfight’, a game prototype on X360 and PS3 using UnrealEngine3: • Led the creative team, participated in designing Blindfight's universe and gameplay and acted as the Game Director for the project • Wrote planning, staffing and budget documents for different production scenarios as we investigated 'alternative' distribution schemes like XBLA, PSN or episodic releases, impacting the production process • Managed the prototype production team, applying Scrum/Agile methodologies. We developed the prototype in less than 4 weeks with a team of 14 people • Worked closely with a senior business developer for pitching the project to publishers during a series of meetings and presentations at GameConnection San Francisco in March 2009. Keywords: Production, Game Pitch, Scrum, UnrealEngine3, Creative Direction From March 2009 to April 2009 (2 months) C++ & Technical Design Teacher (Part time) @ In charge of two new courses for MSc in Computer Science and Game Development students: • Game design technical analysis (40 hours): techniques for analysing a game design and iterate/communicate with the programming and design teams in order to plan the game development and write a technical design document • C++ for games (40 hours): OOP basics, STL, common design patterns. Keywords: Teaching, C++, Technical Design Document From October 2008 to February 2009 (5 months) Project Manager / Lead Programmer @ Game prototypes development on PC, using MotionPod technology for the french startup Movea: • Developped a series of 4 game prototypes showcasing different usages of Movea's MotionPod technology (Wiimote-like sensors using accelerometers) • Worked closely with Movea's R&D team to architect their SDK for the game development audience • Managed a small team of 3 people (1 animator, 1 artist and myself as a programmer/designer/producer) using Scrum Keywords: Game prototypes, Game design, Motion sensors, Scrum From June 2008 to February 2009 (9 months) Project Manager on 'Highlander' @ (X360, PS3 and PC title using UnrealEngine 3 for Eidos) • Reorganized the production team: redefined the role of each department and of all the team members. This lead the team to boost its efficiency with the Unreal 3 platform and improved its adaptation to a next-gen heavily data-driven development • Moved the internal development methodology to Scrum: I encouraged my managers to let us move to Scrum as our development methodology. I implemented Scrum and its tools (project backlog, objective sheets, stand-up meetings …) for the programming, art and design departments while adapting its theoretical paradigms to fit the specific needs the project. I took the roles of the Product owner and Scrum master before handing this task to people I trained specifically. • Managed the team progression on a day-to-day basis • Led the Game Design team while working closely with the publisher’s design team • Co-directed the game: successfully led a small Game Direction committee along with the Art Director and Lead Level Designer Keywords: Project Management, Scrum, Unreal Engine 3 From May 2007 to June 2008 (1 year 2 months) R&D Lead Programmer @ Co-initiated the R&D effort at Widescreen Games along with the Technical director. Made a series of preliminary proof-of-concept demos and studies that led to officially creating the R&D team. • Planned and organized the work of the R&D team (8 developers) on a day to day basis. • Main interface with the other departments • Participated in a recruitment campaign to build the R&D team • Participated to the Genac II project, funded by the French government. Worked in collaboration with French research labs (INRIA Nice, GRAVIR, EVASION) and Eden Games. Initiated and contributed to the development to the codenamed ‘DaVinci’ platform, a game-engine and WYSIWYG data-integration tool set. • Worked on the global software architecture: engine/editor communication (C++/CLI), multiplatform, multithreading, system programming and rendering engine. • Reviewed the architecture of a tool development framework written in C#. • Wrote a C++ class reflection and RTTI system and resource management which is at the core of the technology • Designed a very flexible data-driven game engine architecture using a highly aggregative entity/components system • Wrote an animation engine with support for multichannel and animation blending using blend trees Keywords: Research and Development, Lead Programming, Engine Architecture From August 2005 to May 2007 (1 year 10 months) Senior Programmer @ Worked on "Highlander" PS2 for SCi. (This project was put on hold and then migrated to NextGen platforms): • Multithreaded A* pathfinder • Game object clustering system using dynamic sphere trees • Multithreaded asynchronous loading system • Various team management tools (DailyReports, PHP/MySQL intranet modules) Keywords: Console development, Multithreading, Pathfinding, Resource Management, Tools programming, PHP, MySQL From May 2005 to August 2005 (4 months) Lead Programmer on 'Dead To Rights II' @ (XBOX, PS2 and PC title for Namco) The project was initially developed by Namco US. After taking over the project and swapping to our internal engine based on Rendeware, we completed the project in 8 months. • Wrote the Technical Design Document • Planned and organized the work of the Engine and Gameplay teams (11 developers) on a day to day basis. • In charge of the localizing the game for all supported territories (EFIGS) • XBOX and PS2 approvals passed on first submission on both PS2 and XBOX on all territories Keywords: Management, Planning, Technical Design Document, Certification From May 2004 to May 2005 (1 year 1 month) Senior Software Engineer @ Worked on "The Plague of Darkness", unfinished project for Namco, targeting XBOX, PS2 and PC: • Re-engineered the rendering system based on RenderWare. Added support for shadows, render-to-texture, real-time reflections and volumetric lighting. • Collision and physics systems for game objects, NPC and players, connected to the game engine via a high-level events system. The engine was used later on on "Dead to Rights II" and "Black Buccaneer" Keywords: PC development, Console development, PS2, XBOX, RenderWare, Rendering, Collision, Physics From May 2003 to May 2004 (1 year 1 month) Senior Software Engineer @ • Took part into creating the company as one of the 11 initial team members. • Worked on a series of Tactical FPS prototypes using the Unreal 2 technology. In charge of the XBOX version, AI/Bots development, Networking/Multiplayer, GUI and level scripting toolkit. • Started the development of the company’s own technology: Core libraries (RTTI, Memory Manager, Error & Exceptions Manager, Serialization …), 3DSMax4 plug-ins • Developed a simple Menu Editing tool (using C++ & MFC) Keywords: UnrealEngine2, PC development, Console development, XBOX, FPS, AI, Multiplayer, UI, R&D From September 2001 to May 2003 (1 year 9 months) Software Engineer @ • 2001: Lead programmer on ‘La femme Nikita’, in charge of the engine development team (4 people) • 1999-2001: Programmer on ‘Mission Impossible 2’ and ‘La Femme Nikita’. Worked on collision system, rendering system refactor and player control. Ported the engine (based on internal middleware) from N64 to Dreamcast Keywords: Engine development, Console development, N64, Dreamcast, Collisions, Player control From July 1999 to September 2001 (2 years 3 months) Software Engineer on Rayman II (Intern) @ Developed a Heightfield rendering system into the Rayman II engine for PC. Wrote the spec for the editing tool that was outsourced. Keywords: Heightfield, Rendering From February 1998 to August 1998 (7 months) Master’s Degree in Computer Science and Computer Graphics Engineering, Computer Science @ EERIE From 1995 to 1998 BTEC Higher National Diploma in Physics, Physics, Electronics, Computer Science @ IUT Mesures Physiques de Saint Etienne From 1993 to 1995 A Levels in Mathematics & Physics @ Lycee Georges Brassens From 1990 to 1993 Marc Fascia is skilled in: XNA, OOP, C++, Statistical Tools, Programming, Project Management, Technical Direction, Game Development, Xbox 360, PS3, Artificial Intelligence, Video Games, Computer Games, Game Engines, Cross-platform Development


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Frequently Asked Questions about Marc Fascia

What company does Marc Fascia work for?

Marc Fascia works for Splash Damage


What is Marc Fascia's role at Splash Damage?

Marc Fascia is Technical Director


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What is Marc Fascia's business email address?

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What is Marc Fascia's Phone Number?

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What industry does Marc Fascia work in?

Marc Fascia works in the Computer Games industry.


Who are Marc Fascia's colleagues?

Marc Fascia's colleagues are Sam Prescott, Rafael Nogues, Josh Grafton, Oliver Little, Benjamin Hopkinson, Ruan Ji, Alex Fong, Alexander Baird, Aya Usinas, and Sylvain Gibouret


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In a nutshell

Marc Fascia's Personality Type

Extraversion (E), Intuition (N), Feeling (F), Judging (J)

Average Tenure

1 year(s), 1 month(s)

Marc Fascia's Willingness to Change Jobs

Unlikely

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