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I’m an experienced games maker with nearly 40 years experience from Coder to Artist to Producer. A Technologist at heart, my passion is the ‘craft’ of what we do, the design, the technology, the artistry. I’ve worked with teams small and large, from the ZX Spectrum to the current generation, with homegrown tech and off the shelf engines such as Unity and Unreal Engine. I focus on two things, people and flow. Nothing gets made without looking after the people you work with - no one is a cog!. Flow for me encompasses everything from communication to tasks to data be it between people or clients and servers.Nothing makes me happier than when I’m rolling up my sleeves, leading and helping people create better games, tech or processes with a special focus on Tech Art and Animation pipeline.Specialties: ProductionTeam/Staff ManagementPipelines, Tech, Art and AnimationGraphic Design and UILocalisation
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Studio HeadMighty Games GroupFederal, Qld, Au -
Development DirectorMighty Games Group Sep 2022 - PresentQld, Australia -
Senior ProducerMighty Games Group Feb 2020 - Aug 2022Brisbane, Australia -
Game Manager (Executive Producer)Gameloft Sep 2018 - Feb 2020Brisbane, Australia -
Senior ProducerMighty Games Group Aug 2015 - Aug 2018Melbourne, AustraliaAs Senior Producer at Mighty Games I have run multiple teams over a number of games including Shooty Skies, Charming Runes. Currently I am running multiple games on 1-2 month update schedules while we build the next set of games. I led the team whilst working on Design, UI and implementation for Disney Crossy Road developed for Hipster Whale/Disney. -
Senior ProducerTrickstar Games Mar 2010 - Aug 2015At Trickstar Games I produced International Cricket 2010 with a small team (doing great work) and produced the cutscenes for Damage Inc. Working 3rd Party with Straight Right games I Produced Zombi (Windows, XB1 and PS4 port) for Ubisoft. This included redesign of the UI, understanding the pipeline deeply to modify and add new requirements and own the build process for Windows and PS4.Responsibilities included:- Design- Pipeline- Staff recruitment- Staff management- Pitching - Budgeting
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Senior ProducerSector3 Games Mar 2010 - Aug 2015At Sector3 (a Trickstar Game Studio), I worked on StuntMania Reloaded for desktop platforms (released on Steam), working with a small internal team and Chinese outsource team.A number of smaller mobile titles were also under development or maintenance at any one time, planning, shipping, marketing and support where in my purview. -
Senior ProducerTransmission Games Aug 2008 - Nov 2009My job at Transmission was to help our teams deliver the best games they could, using lean and agile principles I worked with the team and the publisher to make the best partnership we could.Games:Ashes Cricket 2009 - PS3/Xbox360/Win32(no. 1 on UK All formats chart week ending 05/08/09 - First UK published no. 1 for 2 years!)Janes Advanced Strike Fighter - PS3/Xbox360/Win32Unannounced helicopter combat game - PS3/Xbox360/Win32
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ProducerTantalus Media Pty Ltd Feb 2007 - Aug 2008Shipped MX vs ATV : Untamed for PSP, published by THQ (Dec '07) -
ProducerCodemasters Software Co Ltd Feb 2006 - Jan 2007Working at Codemasters Online Gaming Division I produced and launched Dungeons & Dragons Online (Europe) and fulfilled the Live Producer role for ongoing development and maintenance.Also as Lead Producer for Casual Games I successfully launched web games for The Turds (www.funsta.com/turds) and Bliss Island (www.funsta.com/bliss), which I produced for Windows XP/VISTA, XBOX Live Arcade and PSP releases.Responsibilities included:- Project planning and production- Developer relationships- Contract Negotiations- Technical Specifications- Design & Design appraisal- Submissions- Legal sign off- Localisation management- Working with Marketing to achieve targetsAchievements- Launching a MMOG in 3 languages from standing start- Launching six casual games- All in 5 months -
Network/Systems EngineerEncompass Sep 2004 - Jan 2006As Senior Engineer, I was responsible for Network architecture and implementation for above and below the line ad agencies primarily using MacOS X servers and workstations.Responsibilities include: - Systems design - System implementation- Support- IT Consultancy- Staff Management -
Production Co-OrdinatorPlay On Dvd Mar 2004 - Aug 2004Play on DVD was formed to create games (obviously) on DVD’s played using an ordinary remote. We had a small studio in Yorkshire (sub 20) but worked with a large Indian studio (60+). I worked closely with the design team working up gameplay ideas and concepts and matching them to the capabilities of the platform. Then, working with the authoring team, we generated a system for matching all of the game assets to a authoring flowchart. This was then used for the Indian studio to generate the thousands of assets required.Responsibilities: - Production- Design- Technology- Manual Writing- QA- Staff ManagementAchievements:Produced:- Steel League- Barbie Mermaid- Strawberry Shortcake- Faraway Friends- Mahjong
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Md/ProducerPhoenixstar Studios Sep 1999 - Mar 2004Mainly print and web design as well as some multi-media and video work. We set the studio up to work with a film director that was seeking funding for a couple of films; we were to be responsible for titles and post work. Unfortunately the funding did not come through but we did do some work on CGI adverts and smaller jobs for various production houses as well as 2D/3D illustration for magazines and architects.Responsibilities: - Production- Design- Graphic Design- Accounting- Staff Management
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Senior ProducerEmpire Interactive Feb 1999 - Sep 1999At Empire I came in to help them move away from a simulation company and into a more mainstream publisher including breaking into console development. To do this, we had to finish off late products such as Mig Alley and move development on from Apache Havoc which needed one more patch so the team could move their full time focus onto Comanche Hokum. I then worked with the Oxford team who had finished development on The Golf Pro and onto a new product which eventually became Spin Jam on PSX. They already had gameplay mechanic, so we worked up the rest of the design and brought in extra graphics support (based in Finchley studio).Responsibilities:- Production- Manual Writing- Staff ManagementAchievements:- End of Golf Pro - into Spin Jam PSX- Sheep PC & PSX- Mig Alley PC - produced, manual, localisation- Comanche Hokum PC - produced -
Creative DirectorRunecraft Feb 1998 - Feb 1999After Hasbro, I moved to Runecraft as Creative Director where I managed the development of all projects, recruitment, budgets and even went back a bit to my artistic roots and did the graphics for Monopoly on Windows CE.Responsibilities:- Production/Budgeting/Contract Negotiations- Design- Manual Writing- QA- Staff ManagementAchievements:- Monopoly Windows CE, designed, produced and art- Caesars Palace II PSX, designed and produced- Spec Ops PSX- Barbie Horse Riding Club PSX- Scrabble PSX, My design on Scrabble was instrumental in achieving the contractSpeculative work on:- Shogo Dreamcast- Space Station Silicon Valley PSX- Age of Empires PSX- Monopoly Pinball, Design
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ProducerHasbro Interactive Jul 1995 - Feb 1998Joined Hasbro as they started, worked with Kevin Buckner and Clive Robert setting up development on Risk, Battleship, Beastwars, Cluedo, Monopoly, Mastermind Boggle and more. Barry Jafrato came in as CEO and I worked there until Hasbro decided to pull out of the games market again. I was also responsible for the network infrastructure/design/maintenance.Responsibilities: - Production- Manual Writing- QA- Staff Management (QA and IT)Achievements:- Monopoly PC- Monopoly PSX- Mastermind PC- Beastwars PC and PSX- Frogger on PC and PSX- Cluedo- Tonka, Playdoh Puzzles- Migration of network from Novell/Groupwise to NT4/Exchange- Design and implementation of rack based test bed solution for compat -
ProducerPerfect 10 Entertainment Jun 1994 - Jul 1995I had been in the industry since 17, I started making own games with friends on Spectrum, first game published by Miles Gordon Technology (makers of Sam Coupe). We then started doing conversions from Mega Drive and PC to Amiga for Teeny Weeny Games and Ocean (As it was my company, I fulfilled the roleof Designer, Producer and sometimes Artist as well as running the company) We then moved to work at Teeny Weeny Games initially on the port of Discworld to the PSX but also produced Pocahontas and Pinball GT amongst others.Responsibilities: - Production- Manual Writing- QA- Staff ManagementAchievements:- Pocahontas- Pinball GT- Primal Rage- Discworld PSX, CD-i
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MdCatfish Feb 1990 - Jun 1994My own company, we followed on from our first title to doing conversions for Ocean (working through Teeny Weeny Games) from Megadrive/PC to Amiga.Achievements:- Bloodnet- Mutant League Hockey
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Frequently Asked Questions about Andrei Nadin
What company does Andrei Nadin work for?
Andrei Nadin works for Mighty Games Group
What is Andrei Nadin's role at the current company?
Andrei Nadin's current role is Studio Head.
What is Andrei Nadin's email address?
Andrei Nadin's email address is anadin@me.com
What is Andrei Nadin's direct phone number?
Andrei Nadin's direct phone number is 4131*****
What are some of Andrei Nadin's interests?
Andrei Nadin has interest in Judo, Reading, Computer Entertainment, Running, Mobile Games, Mountain Biking, Scrum Project Management, Art And Technology.
What skills is Andrei Nadin known for?
Andrei Nadin has skills like Video Games, Game Development, Game Design, Gameplay, Maya, Computer Games, Console Games, Agile Project Management, Scrum, 3d Studio Max, Localization, Console.
Who are Andrei Nadin's colleagues?
Andrei Nadin's colleagues are Jamie Aitchison, Liam Houston, Fiona Zhang, Fae Daunt, Kath Nix-Carnell, ⌨️⚡james Smith, Michael Stephens.
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