Mickey Kawick, Developer in Molehill Green, United Kingdom
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Mickey Kawick

Technical Architect and Developer

Molehill Green, United Kingdom

Toptal member since May 28, 2026

Bio

Mickey is a strategic engineering leader with 20+ years of experience architecting high-performance game engines and distributed systems. He is an expert in C++ systems: graphics, high-speed/low-latency, and networking, leading large-scale organizations through architectural transitions and digital transformations. Mickey has a deep technical background in AI, networking, and low-level engine architecture, now focused on integrating LLM-assisted creation workflows into production-grade tools.

Portfolio

Tiny Wizard
C++17, Applied Mathematics, C#, JSON
King Digital Entertainment
C++17, Visual Studio, 3D Rendering, Audio, Unity, 3D Animation
Quell
C#, C++17, Machine Learning, ESP32, Embedded C++, Bluetooth

Experience

  • Visual Studio - 18 years
  • Multithreading - 18 years
  • Teamwork - 17 years
  • Certified Scrum Developer - 17 years
  • Graphics - 16 years
  • Networking - 16 years
  • Leadership - 14 years
  • C++17 - 8 years

Preferred Environment

Windows Subsystem for Linux (WSL), Visual Studio, Visual Studio Code (VS Code), Unity, Unreal Engine 5, Google, Amazon, MySQL, Redis, JSON

The most amazing...

...thing is that I've worked as Technical Director and Developer at 20+ organizations and led overhauls—increasing features developed by 4-16x.

Work Experience

CEO

2024 - 2026
Tiny Wizard
  • Optimized for performance, leveraging low-level systems, high-performance systems, cached references, object pools, ring buffers, and other techniques used in achieving 60 FPS on most mobile devices.
  • Worked closely with production scheduling, prioritization, backlog grooming, process improvements, game optimization, graphics, tools, pipeline, shaders, and testing frameworks. Improved frame rate by 3x, decreasing frame time by 70% to around 11 ms.
  • Used Jenkins, Python, and Unity to reduce (accelerate) build times and time to market. Managed high-performance computing tasks and asset-dependency workflows. Handled shader development, art team support, and camera utilities.
  • Worked with C++17, Unreal Engine 4, Node.js, Python, Unity, JavaScript, C# 8.0, and .NET Core 3.1 across game and software development projects.
  • Developed distributed systems and microservices using AWS services, distributed networks, and cloud-based architectures.
  • Applied Bullet Collision, Vulkan, profiling and optimization techniques, game engine development, and VR/AR technologies.
  • Applied automation and DevOps practices, server-side rendering, and mathematical development. Used Python, GitLab, Jira, Unreal Engine 4, including networking. Did some work in Blueprints, Unity Shader Graph, and Unreal Shader Graph.
Technologies: C++17, Applied Mathematics, C#, JSON

Architect

2022 - 2023
King Digital Entertainment
  • Led architectural transitions for Candy Crush Saga, including conversion to state patterns, migration to a deterministic engine model, and complete refactoring of the game engine switcher.
  • Managed Jira workflows, long-term planning, tools, pipelines, networking, and large-scale multi-year engineering initiatives.
  • Conducted system tests and optimized C++ performance, enhancing game speed by approximately 4x. Automated processes and improved networking capabilities to boost overall system efficiency.
  • Developed the Rebel Riders game, a massive mobile title with significant performance enhancements.
Technologies: C++17, Visual Studio, 3D Rendering, Audio, Unity, 3D Animation

Technical Director

2020 - 2022
Quell
  • Developed an inference engine for human gestures using C++ 20, ESP32, and ESPIDF. Implemented machine learning models with TensorFlow Lite and Python for gesture recognition. Captured IMU data to feed the ML model, enhancing gesture accuracy.
  • Applied the Rules Engine pattern for efficient gesture recognition and response. Integrated haptics and heart rate monitoring with custom embedded drivers.
  • Developed super stable tools, pipeline, and runtime hardware that never crashed or slowed. Implemented multi-threading and concurrency to mitigate latency effectively.
  • Enhanced Bluetooth and wifi capabilities for high-performance networking. Utilized JSON for efficient serialization in embedded hardware systems.
  • Led kernel development for high-speed software, adhering to coding and design standards. Unified Unity and embedded C++ for seamless integration and performance.
  • Developed systems for human activity recording and classifying using accelerometers and gyros. Utilized C# in Unity to create animations and visual effects (VFX).
  • Developed automated render-pipeline tools to reduce artist manual labor by 30% (real-time automation and HDRP pipeline visualization).
  • Handled systems architecture for server, client, web services, and hosting. Oversaw processes, Jira, and bug tracking, and worked with QA.
  • Conducted cross-team pollination, retrospectives, team building, and long-term planning. Leveraged Scrum, Kanban, and iterative development. Created hiring plans, worked with WIGI, emphasized vulnerability, and ensured zero turnover.
Technologies: C#, C++17, Machine Learning, ESP32, Embedded C++, Bluetooth

CTO | Technical Director

2015 - 2017
Deep Silver FISHLABS
  • Improved measured productivity by 4x. Increased retention to 100%.
  • Worked closely with HR, Production, Marketing, and Sales in integrating the needs of the company to keep people excited about their work, motivated to find new solutions, and on track to deliver high-quality games under budget.
  • Leveraged the inspiration of great leaders I've worked with outside the game industry to bring the same level of professionalism and expertise to my role.
  • Created an innovative and creative work culture while managing a global company. Aided in all stages of post-production, including during finalizing. Created an automated test process for system features and contributed to the build system.
  • Scouted for and evaluated new technology and tools as opportunities for innovation and development excellence. Evaluated interview candidates for technical positions.
  • Supervised 6 team leads who oversaw 46 programmers. It was a great team. Supported programmers and aided in training, coding practices, coding standards, debugging, tools, and migration to C++ 11.
Technologies: C++, iOS, Android, Active Listening, Leadership, Teamwork

Experience

High-speed Digital Image Processing

Data captured from radar on the ASTOR program, processed in C++ into geolocated images, and used in real-time targeting and overlaying satellite imagery in real time. This was a multi-stage process involving 8 servers, and I built and orchestrated it, making it 232x faster than the original code.

Rebel Riders

https://www.youtube.com/watch?v=gO3KsgsdeXQ
A highly performant game. I used Unity DOTS/ECS, VFX, Shader Graph, particle systems, Ray Visuals, procedural laser animation, and oversaw asset management and art pipelines. I also worked on networking, gameplay, Datadog, Jira, Miro, and formatting tools for the Unity UI toolkit. I handled vehicles/combat implementation, including teams, combat UI, targeting, and health. I built the system architecture, jobs, events, signaling, and dispatching. I also did additional work in DevOps, building the process, deployment, failure tracking and automation, Datadog, Git policy, branching and merging strategy, legal compliance, deployment, user account and login, match making, and clan-forge/multiplayer.

Age of Empires

https://en.wikipedia.org/wiki/Age_of_Empires
A C++ rendering and networked engine running real-time conflict and networked combat. I worked on graphics, AI, the custom-built UI in C++, networking, file systems, and localization.

The first title in the series, Age of Empires, focused on events in Europe, Africa, and Asia, spanning from the Stone Age to the Iron Age; the expansion game explored the formation and expansion of the Roman Empire.

Titanfall 2

https://en.wikipedia.org/wiki/Titanfall_2
Handled pipelines and integration with build systems; worked on gameplay and networking; used C++, Java, and C#; and managed a team as a technical director. I worked with multidisciplinary teams and production to create roadmaps, timelines, schedules, deliver on time, and build shippable products. I also evangelized specialized VR/AR techniques and AI. Productivity increased by 9x with zero turnover in 18 months.

I did extensive work in physics and UX. While working on a crawling mechanic similar to crawling along the floor under the smoke of a fire, I perfected the feel of crawling, added a ladder climbing mechanic, and ended up with an Assassin’s Creed and Spider-Man mechanic mixed. In addition, by tweaking the mechanic, we arrived at a fun, intuitive feel that mitigates the nausea normally felt in VR to the point that out of a sampling of about 20 people, not one reported any nausea in the Oculus headset. I also implemented weight mechanics, physics volumes, and 1-1 mechanics.

Education

2003 - 2006

Master's Degree in Mathematics

Texas A&M University - Texas, USA

Skills

Libraries/APIs

OpenGL, PyTorch, TensorFlow

Tools

Visual Studio

Languages

C++17, C#, Embedded C++, C++, Assembly, Python 3, Java

Paradigms

Template Metaprogramming

Platforms

Google Cloud Platform (GCP), iOS, Android, Visual Studio Code (VS Code), Amazon

Frameworks

Unity

Storage

JSON, MySQL, Redis

Other

Leadership, Graphics, Profiling, UDP, Multithreading, Teamwork, Certified Scrum Developer, Cache-line Alignment, Memory Barriers, Lock-free Queues, Memory Ordering Models, Memory Profiling, inline assembly, Engineering Management, Low-latency Software, Technical Leadership, Kernel Bypass, Linux Perf, CTO, Cloud Architecture, Windows Subsystem for Linux (WSL), DCOM, Networking, RAID, 3D Rendering, Audio, 3D Animation, User Interface (UI), Machine Learning, ESP32, Bluetooth, Active Listening, Unreal Engine 5, Google, Applied Mathematics

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