Nico De Poel

Nico De Poel Email and Phone Number

Software Engineer @ BlackMill Games
heiloo, noord-holland, netherlands
Nico De Poel's Location
Utrecht, Utrecht, Netherlands, Netherlands
Nico De Poel's Contact Details

Nico De Poel work email

Nico De Poel personal email

About Nico De Poel

I am an experienced software engineer who has specialized in game development. Through the years I have worked with many different technologies and I take a broad interest in a wide number of technical subjects. As a game developer, I have primarily worked with Unity and collaborated on multiple award-winning titles, such as Verdun and Isonzo.Throughout my career, the main recurring theme has been porting technology between platforms. Whether it's developing games for tablets and consoles, porting hardware interfaces to mobile phones, or even porting old games to modern platforms, I enjoy taking an existing piece of technology and making it work on another system.This attitude has allowed me to gain experience with many different interesting technologies, including the Xbox and PlayStation platforms. I have also taken on various managerial and leadership tasks, and have mentored colleagues to improve their understanding of the tasks at hand. I am generally self-sufficient and work well in a team.

Nico De Poel's Current Company Details
BlackMill Games

Blackmill Games

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Software Engineer
heiloo, noord-holland, netherlands
Employees:
2
Nico De Poel Work Experience Details
  • Blackmill Games
    Senior Programmer
    Blackmill Games May 2024 - Present
  • Nico De Poel Software Services
    Freelance Software Developer
    Nico De Poel Software Services Oct 2015 - Present
    Utrecht, The Netherlands
    Currently I am self-employed, working primarily on freelance projects. This includes programming work on video games, most notably using Unity and Unreal Engine, mobile app development, IT consultancy, and various research projects as well.
  • Blackmill Games
    Software Programmer
    Blackmill Games Nov 2017 - Aug 2023
    Netherlands
    In my role at WW1 Game Series, I was primarily responsible for handling the console ports (PS4/PS5/Xbox One/Xbox Series) of the games Verdun, Tannenberg and Isonzo. This included:- Integrating with third-party APIs and online services.- Building abstraction layers for handling platform services in a unified manner.- Monitoring quality and dealing with crash reports.- Optimizing performance and providing the team with performance metrics.- Setting up automated processes for building and deploying releases.- Managing communications with various platform holders.A major challenge for a remote team working on console games is the dissemination of console devkits. Due to a lack of available devkits, the majority of the team had limited insight on the status of the console ports and the challenges involved. This meant that responsibility for handling the console side of development gradually shifted more and more towards me.Though I officially left the team at the end of 2022, I have spent quite a lot of time throughout 2023 transferring my knowledge to other team members and consulting on various console-related issues that cropped up.Also in 2023, I temporarily returned to the team to implement the FSR 2.2 upscaling technique, vastly improving image quality and performance of the game Isonzo, for both PCs and consoles.
  • Lagotronics Projects Bv
    Software Developer
    Lagotronics Projects Bv Oct 2016 - Dec 2017
    Venlo, Limburg, Netherlands
    While working freelance for Lagotronics, I developed an Unreal Engine 4 plugin for processing data from their proprietary LagoTrig ride control system, to allow integration into a 3D game. This was initially built for a cancelled interactive amusement ride project for a large Chinese customer.Later on, I worked on building an easy-to-use editor for visualizing and simulating tracking devices within a 3D environment, built in Unity. This editor was to be used primarily with VR headsets in amusement halls.Additionally, I helped to optimize processing speed of motion tracking data on Android phones, for use in a Samsung Gear VR headset.
  • Lagotronics Projects Bv
    Software Developer
    Lagotronics Projects Bv Jan 2016 - Jun 2016
    Venlo, The Netherlands
    At Lagotronics Projects I primarily worked on a C# application for controlling a physical game, intended for recreational parks. This involved controlling hardware, processing tracking data, calculating player positions and executing game rules, as well as an accompanying user interface and 3D visualizations.I intend to continue working for Lagotronics Projects on freelance basis.
  • M2H
    Software Programmer
    M2H Nov 2015 - Mar 2016
    Netherlands
    During my initial stint working for the WW1 Game Series team, I was primarily focused on optimizing performance for the game Verdun. My most important contribution in this time was devising a novel way of combining small detail objects to reduce CPU overhead, which yielded a significant performance boost.However, my tenure on this team would be cut short by the sudden passing of my father. I rejoined the team again in late 2017.
  • Esperantoxl
    Software Developer
    Esperantoxl Mar 2014 - Sep 2015
    De Meern, The Netherlands
    After a somewhat mixed experience in the Dutch game industry, I decided to move back towards a more stable working environment and took a job as Mobile Developer (C#, Xamarin) at EsperantoXL in De Meern, near Utrecht.Here I worked on various mobile app development projects for a number of large customers, including NS (Dutch Railways) and DHL Parcel, both the Dutch and UK branches. My work for NS mostly involved maintenance of several Windows Mobile apps for the scanners carried by conductors, but also migration of an internal registration system to a modern server environment. For DHL I primarily worked on a navigation app for Android that allows couriers to plan and drive their delivery routes more efficiently.In addition, I also worked on an in-house project called RoutiGo, which is a cloud-based version of the product we made for DHL, aimed at small to medium-sized transport companies. Here I worked on adapting the backend to turn it into a more generalized product, building a web application that allows planners to inspect routes before releasing them to the couriers, as well as taking care of the automated deployment process and maintaining the cloud servers.
  • Isotx
    3D Programmer
    Isotx Aug 2012 - Feb 2014
    Utrecht, The Netherlands
    • Leading a development team for the mobile version of the game March of War.• Integrating a REST services client and Google Universal Analytics into the game.• Maintaining the integration of Scaleform in the game.• Building various tools for analyzing and optimizing the performance of the game.• Deployment and maintenance of systems for continuous integration and automated builds.
  • Eyetoeye Informatica
    Software Engineer
    Eyetoeye Informatica Jul 2010 - Aug 2012
    Groningen, Netherlands
    • Development and maintenance of the software package OctoQ, an administrative system for social healthcare and community shelters.• Development of a prototype software platform for monitoring wireless vital sign sensors, in cooperation with Isansys Lifecare, KWIC Healthcare and OZG St. Lucas Winschoten.• Research into and implementation of various tools for the support of internal work processes.
  • Sron Groningen
    Software Developer
    Sron Groningen Oct 2007 - May 2008
    Further development and maintenance of a web application for centralized management of structured documentation, by means of integrating DocBook XML support in an existing wiki system.
  • Sron Groningen
    Intern
    Sron Groningen Nov 2006 - Jul 2007
    Bachelor project for the Hanzehogeschool Groningen.Design and construction of a web application for centralized management of structured documentation, by means of integrating DocBook XML support in an existing wiki system.
  • Numeriek Centrum Groningen
    Intern
    Numeriek Centrum Groningen Feb 2006 - Jul 2006
    Internship for the Hanzehogeschool Groningen.Design and construction of a 3D part viewing application with database couplings, for a CAD/CAM ship design software suite. Programmed in C++ using MFC and the Open CASCADE graphics library.
  • Key2
    Intern
    Key2 Nov 2004 - Feb 2005
    Internship for the Hanzehogeschool Groningen.Research into the use of OpenGL. Design and construction of a 3D drawing application in Borland Delphi using OpenGL, intended as a decoration of product catalog software.

Nico De Poel Skills

Software Engineering C# Subversion Game Design Python Php Xml Unity3d Computer Graphics C C++ Linux Sql Software Design Windows Programming Agile Mysql Sql Server Postgresql Latex Open Source Visual Studio Eclipse Mongodb Oop Computer Science Opengl Uml Android .net Software Development Design Patterns Object Oriented Design Apache Json Visual C++ Stl Scaleform Ios

Nico De Poel Education Details

Frequently Asked Questions about Nico De Poel

What company does Nico De Poel work for?

Nico De Poel works for Blackmill Games

What is Nico De Poel's role at the current company?

Nico De Poel's current role is Software Engineer.

What is Nico De Poel's email address?

Nico De Poel's email address is nd****@****ail.com

What schools did Nico De Poel attend?

Nico De Poel attended Rijksuniversiteit Groningen, Hanzehogeschool Groningen, Rijksuniversiteit Groningen, Rsg Magister Alvinus Sneek.

What skills is Nico De Poel known for?

Nico De Poel has skills like Software Engineering, C#, Subversion, Game Design, Python, Php, Xml, Unity3d, Computer Graphics, C, C++, Linux.

Who are Nico De Poel's colleagues?

Nico De Poel's colleagues are Kian Kreikamp, Frank Van Halteren, Tea Stepanić, Pieter Jagersma, Claudia Scaletta, Aitor Iribar Etxezarreta, Andrew Lett.

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