Mike Machowski
AeroLeads people directory · profile

Mike Machowski Email & Phone Number

Technical Director at Xbox Game Studios Publishing in Microsoft at Microsoft
Location: Woodinville, Washington, United States 7 work roles 1 school
1 work email found @microsoft.com 1 phone found area 508 LinkedIn matched
✓ Verified July 2026 4 data sources Profile completeness 100%

Contact Signals · 1 work email · 1 phone

Work email m****@microsoft.com
Direct phone (508) ***-****
LinkedIn Profile matched
3 free lookups remaining · No credit card
Current company
Role
Technical Director at Xbox Game Studios Publishing in Microsoft
Location
Woodinville, Washington, United States
Company size

Who is Mike Machowski? Overview

A concise factual answer block for searchers comparing this professional profile.

Quick answer

Mike Machowski is listed as Technical Director at Xbox Game Studios Publishing in Microsoft at Microsoft, a with 10 employees, based in Woodinville, Washington, United States. AeroLeads shows a work email signal at microsoft.com, phone signal with area code 508, and a matched LinkedIn profile for Mike Machowski.

Mike Machowski previously worked as Technical Director at Xbox Game Studios Publishing at Microsoft and Principal Engineering Manager - Software Development at Scientific Games. Mike Machowski holds Bs, Computer Science from University Of Colorado Boulder.

Company email context

Email format at Microsoft

This section adds company-level context without repeating Mike Machowski's masked contact details.

{first}.{last}@microsoft.com
89% confidence

AeroLeads found 1 current-domain work email signal for Mike Machowski. Compare company email patterns before reaching out.

Profile bio

About Mike Machowski

Software engineer and technical team leader with nearly two decades of professional experience. I have worked almost exclusively in the game development industry on a wide variety of titles and platforms. As an engineer, I've worked on everything from small guerrilla teams shipping casual mobile games, console launch titles, massively-multiplayer strategy games, AAA shooters, and MMORPGs. As a technical leader, I have built and operated a large engineering team from start-up through production on a AAA MMORPG and helped build and run Central Technology Groups, providing tactical and strategic technical assistance and direction for game development teams all over the world.

Listed skills include Game Development, Gameplay, Video Games, Perforce, and 32 others.

Current workplace

Mike Machowski's current company

Company context helps verify the profile and gives searchers a useful next step.

Microsoft
Microsoft
Technical Director at Xbox Game Studios Publishing in Microsoft
Redmond, WA
Website
Employees
10
AeroLeads page
7 roles

Mike Machowski work experience

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

Technical Director At Xbox Game Studios Publishing

Current

Redmond, Washington, Us

Sep 2019 - Present

Principal Engineering Manager - Software Development

Las Vegas, Nv, Us

Working on an unannounced project at Scientific Games’ new Austin studio. Initially, I built a general-purpose administrative tools using the combination of a LAMP stack and proprietary frameworks. After six months I was promoted to lead Scientific Games’ cross-studio Shared Technology Team, reporting directly to the CTO. This meant operating a group of high-performing Software Engineers in three distinct studios in a variety of tactical and strategic initiatives to standardize, improve and share technologies across a number of in-development and live games.

Aug 2016 - Aug 2019

Studio Director And Director Of Technology Program Management

Nicosia, Cy

Director of Technology Program Management, reporting to SVP of Engineering, operating within Wargaming’s Central Technology Group. CTG’s mission is to develop and support best-in-class technology in support of game development teams all over the world, to minimize risk, maximize success, and enable technology sharing. * Built and led North American CTG engineering group, with eight developers. This included everything from defining development processes and methodologies, day-to-day running the team, 1:1’s, fostering career growth, and annual reviews with reports, defining hiring practices and acting as hiring manager, working with Producers and Technical Directors to create and update schedules both long-range and near-term, and keeping CTG Engineering teams working on several projects simultaneously. * Provided hands-on mentoring with engineering teams regarding architectural designs and technical issues. * Technology development takes place in a highly distributed fashion. My team helped define the processes, communication, and technologies (e.g. using Perforce, GitFusion and Plastic as distributed revision control systems) to allow this. * Extensive coordination and frequent communication with other engineering groups within CTG and with game development team stakeholders. * Travelling to remote CTG studio in Sydney and client studios throughout North America and Europe. This job was about 10-20% travel. * I have been able to continue to actually program occasionally, although I need to keep myself out of the critical path. * Liaisoned with development teams on three continents. Engine development occurring across three teams on two continents.

Sep 2013 - Jun 2016

Senior Research Engineer

Vision Systems Incorporated

Working with a team of research scientists out of Brown University developing cutting edge applications for computer vision technologies. At VSI I have worked on a number of products and a number of technologies. The technologies include:HTML5, CSS and Javascript. JQuery, JQuery-Reel, RaphaelJS, VXL, WAMP/LAMP stacks, creating and running Map-Reduce solutions using Hadoop on AWS clusters, VXL & VML applications written in wxPython, et al.

Aug 2012 - Sep 2013

Lead Software Engineer

Providence, Ri, Us

I was the second engineer hired during the earliest stages of a start-up company working on an MMO codenamed Copernicus. Work has included extensive engine evaluation, building a rather large software engineering department from the ground up. Promoted to Lead Software Engineer after less than one year on the job, reporting directly to the CTO. Established department and company processes and technologies. Heavily involved in recruiting, interviewing and day-to-day team management. Working closely with EP, Director and Lead level counterparts in other departments and Studio General Managers to provide direction and scheduling for a multi-year project with several hundred developers. During my time at 38 Studios, I became a Certified Scrum Master. Built technologies using C++, Python, and UnrealScript, as well as C# based tools.

Apr 2007 - May 2012

Software Engineer

Redwood City, Ca, Us

I worked on two titles while at EA as well as being on a strike-team used to exercise technology being produced by a central technology team.* Medal of Honor: Pacific Assault - I worked in a Quake 3 based engine, primarily working in C++ to implement core gameplay, provide level support, helped add a "flight simulator" level to the engine.* Medal of Honor: Airborne - One of five engineers at the EALA studio chosen to bootstrap MOH:A. We began by prototyping core gameplay in a heavily modified Quake 3 based engine. We then switched over to become early adopters of a RenderWare 4 based engine, which was being heavily modified by EALA's Central Technology Team shortly after EA purchased Criterion. When it became clear RW4 was struggling I was asked to join a strike team to both exercise RW4 tech. and to evaluate the feasibility of moving forward with RW4. Eventually the game team licensed UnrealEngine 3. I was responsible for implementing core gameplay systems, especially combat, weapon systems, mounted weapon systems, elements of the view model, automatic waypoint detection and cover system detection for AI. When multi-player gameplay was brought in-house, I was working on multi-player gameplay systems. Work was done on this title primarily in C++ and UnrealScript.

Nov 2003 - Mar 2007

Software Engineer

Vr1 Entertainment / Jaleco Entertainment

I worked on a number of games, some of which shipped while others did not. Titles and technologies included:* Evernight: Reign of Darkness - A web-based massively multi-player fantasy strategy game. Used C++, MS-SQL server, MS-IIS. Responsible for creating and rendering programatically generated maps, and core gameplay.* UltraCorps - A web-based massively multi-player SciFi strategy game published by Microsoft. Used C++, MS-SQL server, MS-IIS. Responsible for core gameplay* Additional unannounced, unpublished web-based massively multi-player strategy games.* Hired Guns - An UnrealEngine 1.0 based cooperative FPS. Published by Psygnosis, but cancelled. Used C++, UnrealEngine 1.0. Responsible for gameplay, level design, general debugging.* Nightcaster: Defeat the Darkness - An XBox launch title. A third-person fantasy action game published by Microsoft. Used C++, a proprietary scripting language and engine. Responsible for core combat gameplay, spell system, some AI, XBox certification compatibility, general debugging and some localization.* Nightcaster 2: Equinox - An XBox exclusive third-person fantasy action game featuring co-op. Published by Jaleco Entertainment. Used C++, proprietary scripting language and engine. Responsible for core gameplay systems.* Unannounced third-person combat game for XBox and PS2. Cancelled. Used C++ in a proprietary engine. Responsible for melee combat systems, player locomotion, and camera.

Jan 1998 - Oct 2003
Team & coworkers

Colleagues at Microsoft

Other employees you can reach at microsoft.com. View company contacts for 10 employees →

1 education record

Mike Machowski education

  • University Of Colorado Boulder
    University Of Colorado Boulder
    Computer Science
FAQ

Frequently asked questions about Mike Machowski

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

What company does Mike Machowski work for?

Mike Machowski works for Microsoft.

What is Mike Machowski's role at Microsoft?

Mike Machowski is listed as Technical Director at Xbox Game Studios Publishing in Microsoft at Microsoft.

What is Mike Machowski's email address?

AeroLeads has found 1 work email signal at @microsoft.com for Mike Machowski at Microsoft.

What is Mike Machowski's phone number?

AeroLeads has found 1 phone signal(s) with area code 508 for Mike Machowski at Microsoft.

Where is Mike Machowski based?

Mike Machowski is based in Woodinville, Washington, United States while working with Microsoft.

What companies has Mike Machowski worked for?

Mike Machowski has worked for Microsoft, Scientific Games, Wargaming.Net, Vision Systems Incorporated, and 38 Studios.

Who are Mike Machowski's colleagues at Microsoft?

Mike Machowski's colleagues at Microsoft include Joebob Fick, Mehmet Aytemiz, George Boufis, Jamie Neilsen, and Rohan Bharadwaj.

How can I contact Mike Machowski?

You can use AeroLeads to view verified contact signals for Mike Machowski at Microsoft, including work email, phone, and LinkedIn data when available.

What schools did Mike Machowski attend?

Mike Machowski holds Bs, Computer Science from University Of Colorado Boulder.

What skills is Mike Machowski known for?

Mike Machowski is listed with skills including Game Development, Gameplay, Video Games, Perforce, Mmo, C++, Unity3D, and Xbox 360.

Find 750M verified contacts

Search by job title, company, industry, location, and seniority. Export verified B2B contact data when you need it.