Marc Fascia
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Marc Fascia Email & Phone Number

VP of Technology at Splash Damage at Splash Damage
Location: Bromley, England, United Kingdom 18 work roles 3 schools
1 work email found @splashdamage.com 2 phones found area 754 LinkedIn matched
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Current company
Role
VP of Technology at Splash Damage
Location
Bromley, England, United Kingdom

Who is Marc Fascia? Overview

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Marc Fascia is listed as VP of Technology at Splash Damage at Splash Damage, based in Bromley, England, United Kingdom. AeroLeads shows a work email signal at splashdamage.com, phone signal with area code 754, and a matched LinkedIn profile for Marc Fascia.

Marc Fascia previously worked as VP of Technology at Splash Damage and Studio Technical Director at Splash Damage. Marc Fascia holds Master’S Degree In Computer Science And Computer Graphics Engineering, Computer Science from Eerie.

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{first}.{last}@splashdamage.com
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Profile bio

About Marc Fascia

Expertise in Software Engineering, Programming, Games Development, Project Management, Production, Management and Technical Leadership

Listed skills include Game Development, Video Games, Ps3, Xbox 360, and 24 others.

Current workplace

Marc Fascia's current company

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Splash Damage
Splash Damage
VP of Technology at Splash Damage
AeroLeads page
18 roles

Marc Fascia work experience

A career timeline built from the work history available for this profile.

Vp Of Technology

Current

Bromley, Kent, Gb

Jul 2016 - Present

Studio Technical Director

Bromley, Kent, Gb

Jul 2014 - Jul 2016

Technical Director

Bromley, Kent, Gb

Jan 2012 - Jul 2014

Lead Programmer

Bromley, Kent, Gb

Jul 2011 - Jan 2012

Lead Gameplay Programmer

Cambridge, Gb

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

Dec 2010 - Jul 2011

Lead Gameplay Programmer

Cambridge, Gb

"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 patchKeywords: UnrealEngine3, Enslaved, Lead Programming, Planning

Sep 2009 - Nov 2010

Senior Programmer (Consultant)

Lyon, Fr

Deployed and customized Epic's continuous integration tools for UnrealEngine3 on DishonoredKeywords: Continuous Integration, UnrealEngine3, Perforce

May 2009 - Jun 2009

Project Manager / Producer

Lyon, Rhône-Alpes, Fr

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

Mar 2009 - Apr 2009

Project Manager / Lead Programmer

Lyon, Rhône-Alpes, Fr

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 ScrumKeywords: Game prototypes, Game design, Motion sensors, Scrum

Jun 2008 - Feb 2009

Project Manager On 'Highlander'

Lyon, Rhône-Alpes, Fr

(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

May 2007 - Jun 2008

R&D Lead Programmer

Lyon, Rhône-Alpes, Fr

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

Aug 2005 - May 2007

Senior Programmer

Lyon, Rhône-Alpes, Fr

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

May 2005 - Aug 2005

Lead Programmer On 'Dead To Rights Ii'

Lyon, Rhône-Alpes, Fr

(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

May 2004 - May 2005

Senior Software Engineer

Lyon, Rhône-Alpes, Fr

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

May 2003 - May 2004

C++ & Technical Design Teacher (Part Time)

Itin

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

Oct 2008 - Feb 2009

Senior Software Engineer

Pumpkin Effect

• 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

Sep 2001 - May 2003

Software Engineer

Fr

• 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 DreamcastKeywords: Engine development, Console development, N64, Dreamcast, Collisions, Player control

Jul 1999 - Sep 2001

Software Engineer On Rayman Ii (Intern)

Saint-Mandé, Île-De-France, Fr

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

Feb 1998 - Aug 1998
3 education records

Marc Fascia education

Master’S Degree In Computer Science And Computer Graphics Engineering, Computer Science

Eerie

Btec Higher National Diploma In Physics, Physics, Electronics, Computer Science

Iut Mesures Physiques De Saint Etienne

A Levels In Mathematics & Physics

Lycee Georges Brassens
FAQ

Frequently asked questions about Marc Fascia

Quick answers generated from the profile data available on this page.

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 listed as VP of Technology at Splash Damage at Splash Damage.

What is Marc Fascia's email address?

AeroLeads has found 1 work email signal at @splashdamage.com for Marc Fascia at Splash Damage.

What is Marc Fascia's phone number?

AeroLeads has found 2 phone signal(s) with area code 754 for Marc Fascia at Splash Damage.

Where is Marc Fascia based?

Marc Fascia is based in Bromley, England, United Kingdom while working with Splash Damage.

What companies has Marc Fascia worked for?

Marc Fascia has worked for Splash Damage, Ninja Theory, Arkane Studios, Widescreen Games, and Itin.

How can I contact Marc Fascia?

You can use AeroLeads to view verified contact signals for Marc Fascia at Splash Damage, including work email, phone, and LinkedIn data when available.

What schools did Marc Fascia attend?

Marc Fascia holds Master’S Degree In Computer Science And Computer Graphics Engineering, Computer Science from Eerie.

What skills is Marc Fascia known for?

Marc Fascia is listed with skills including Game Development, Video Games, Ps3, Xbox 360, C++, Programming, Computer Games, and Unreal Engine 3.

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