Age, Biography and Wiki

John De Margheriti was born on 12 July, 1962 in Rome, Italy, is an Electrical engineer, Software developer and entrepreneur. Discover John De Margheriti's Biography, Age, Height, Physical Stats, Dating/Affairs, Family and career updates. Learn How rich is He in this year and how He spends money? Also learn how He earned most of networth at the age of 62 years old?

Popular As N/A
Occupation Electrical engineer, Software developer and entrepreneur
Age 62 years old
Zodiac Sign Cancer
Born 12 July, 1962
Birthday 12 July
Birthplace Rome, Italy
Nationality Australia

We recommend you to check the complete list of Famous People born on 12 July. He is a member of famous with the age 62 years old group.

John De Margheriti Height, Weight & Measurements

At 62 years old, John De Margheriti height not available right now. We will update John De Margheriti's Height, weight, Body Measurements, Eye Color, Hair Color, Shoe & Dress size soon as possible.

Physical Status
Height Not Available
Weight Not Available
Body Measurements Not Available
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Who Is John De Margheriti's Wife?

His wife is Vicki De Margheriti

Family
Parents Not Available
Wife Vicki De Margheriti
Sibling Not Available
Children Not Available

John De Margheriti Net Worth

His net worth has been growing significantly in 2022-2023. So, how much is John De Margheriti worth at the age of 62 years old? John De Margheriti’s income source is mostly from being a successful . He is from Australia. We have estimated John De Margheriti's net worth , money, salary, income, and assets.

Net Worth in 2023 $1 Million - $5 Million
Salary in 2023 Under Review
Net Worth in 2022 Pending
Salary in 2022 Under Review
House Not Available
Cars Not Available
Source of Income

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Timeline

2012

De Margheriti saw an opportunity within the online game market for a definitive MMOG middleware solution. His studios shifted their focus into developing the multi award-winning BigWorld Technology which he later [2002] spun out into a middleware company - BigWorld Pty Limited. On 7 August 2012 Wargaming acquired BigWorld middleware firm for $45M.

2005

It was at the inaugural Australian Game Developers Conference (AGDC) that De Margheriti, along with Adam Lancman and others, formed the local industry representative body titled the Game Developers Association of Australia [GDAA] in order to increase the profile of the Australian games industry both domestically and internationally. De Margheriti acted as treasurer until late 2005 when he resigned from the Board to focus his energies on expanding BigWorld Pty Limited. De Margheriti is credited with creating and personally funding the GDAA (determining its aims and objectives, board composition, voting rights, constitution, web pages and accounting needs) as well as choosing its first President and Board. The AIE funded the Australian Game Developers Conference and donated most if not all its profits made from AGDC to the GDAA.

In 2005 De Margheriti took over the site management of the Capital Region Enterprise and Employment Development Association (CREEDA) Business Centres Downer , Narrabundah and Erindale that had gone into liquidation, with a view to negotiate a long term lease on the sites. De Margheriti's main motivation in taking over the defunct sites was to restore an important business incubator function in Australia's capital city, Canberra. The sites were re-branded as Canberra Business Parks and in May 2008, De Margheriti largely donated the CBP name [and associated brands] and business, which were now a profitable business [almost operating at full capacity] to the ACT Government and the local business community.

2000

In November 2000, ACT Chief Minister, Gary Humphries, appointed De Margheriti Honorary Ambassador for Canberra in recognition of De Margheriti's contribution in assisting Canberra to develop a significant business base. De Margheriti continues to foster business growth for start ups, mentor industry rookies and support industry development. He has participated as a guest presenter at industry conferences; is pro-active in seeking government support and assistance for the Australian industry, and features in industry related media. Since 2005 De Margheriti has focused more on his growing world-wide businesses and is less involved in local industry politics.

1999

In 1999 De Margheriti realised that to really help the Australian games industry grow, not only for Micro Forté's needs, but to solve the problem that the nation had, a wider support infrastructure was needed for the Australian industry. He established, personally funded and launched the inaugural Australian Game Developers Conference (AGDC) to foster the growth and collective presence of the Australian Games Industry. The AGDC at its peak had over 1,200 delegates and brought in numerous international speakers and publishers. The conference also brought capital to the Australian games industry. In December 2005, the GDAA announced that it would hold its own conference, Game Connect Asia Pacific (GCAP), and so De Margheriti in turn also announced the closing of the privately held (AGDC) to ensure that the GDAA would not have to compete with AGDC. In his AGDC closing talk he hoped that the GDAA could take their new conference, GCAP, to a whole new level for Australia.

1997

Later on in 1997 it was spun out as a separate non profit organisation called the Academy of Interactive Entertainment Limited (AIE) to assist the greater industry. De Margheriti had realised that Micro Forté's shortages were not just his shortages; other industry related companies like Beam Software were also suffering a similar fate. The AIE has since grown from a small division of Micro Forté with 10 students, to an independent, nationally accredited, small registered training organisation that specialises in education for computer game development and the 3D Digital Content Industry. The AIE now has campuses in Canberra, Sydney, Melbourne, Online, Adelaide, Seattle, and Lafayette.

De Margheriti established Canberra Technology Park (CTP) in 1997, a business park to facilitate the growth of the computer game development, 3D animation and other information technology [IT] related industries within Canberra.

1996

He realised that these two games were an extension of the multiplayer games he loved and that in the future many developers would want to create massively multiplayer games. De Margheriti decided to switch his focus away from BBS, and made the decision to build a middleware engine that would help developers deal with the complexities of creating these online games. In 1996 Stephen Lewis and John lodged patents for a Communication System and Method and in 1999 he lodged an application for funding through AusIndustry's R&D Start program and received a multimillion-dollar grant. This was subsequently matched by venture capital from Allen & Buckeridge, an Australian Venture capital firm. The name of “Large Scale Multi Player Universe” (LSMPU) was originally used to describe the server, client and tools middleware system that De Margheriti had in mind. In 2011 the Micro Forte company acquired all the shares from the venture capital company.

In 1996, during Micro Forté's expansion years, there was a need for the hiring of 3D animators and artists. At that time there was a clear lack of knowledge in that area and little or no available talent. De Margheriti established the Academy of Interactive Entertainment (AIE) as a business unit of Micro Forté to work towards solving this problem. The academy was to focus on developing 3D animation skills, and a course taught by De Margheriti, Steve Wang and other 3D experts was created for a group of 10 students.

1995

In 1995 De Margheriti came up with the concept of developing a software solution that would somehow group bulletin board services (BBS) together so that many people could play games together. He called this concept Game Net. Game Net was a precursor to what would later become known as BigWorld Technology. De Margheriti's idea was to allow large scale Multi User Dungeons [MUDs] to be developed where hundreds of people could be playing together in a multiplayer game. He was greatly influenced by an EA friend Danielle/Dan Bunten who had designed M.U.L.E, Modem Wars as well as a game called Command HQ which he often played with Stephen Lewis.

1985

Between 1985 and 1988, De Margheriti turned his focus towards business negotiations and contract development. He co-founded a games development company called Micro Forté Pty Limited and wrote games for a new company called Electronic Arts.

1970

Born in Rome, Italy, De Margheriti arrived in Canberra with his family in 1970. He experimented with CB radios and electronics early as a young teenager. When he was sixteen De Margheriti experimented with making computer games independently. During his senior years at Hawker College, De Margheriti co-created an amateur 8 millimetres (0.31 in) science fiction film after watching the 1977 film, Star Wars: Episode IV – A New Hope. During the development of his amateur film, he co-developed a robotics system entitled 3DIM that would enable him to film complex stop-motion animation footage of large scale spaceship models. De Margheriti's need to create scrolling film credits led him to discover computers as a tool. The film involved dozens of actors and as a result, De Margheriti gained his first taste in management working with actors and prop builders. During filming he met Steve Wang which would later form the basis of a longstanding business association. He wrote his first computer game called “Maze” on a PDP-11 and his peer, Steve Wang developed a computer game called “Caves”, also on a PDP-11 computer.

1962

John De Margheriti (born July 1962) is an Italian-born Australian electrical engineer, software developer and entrepreneur. De Margheriti is widely seen as a founding 'father' of Australia's video games industry and Australia's most experienced interactive entertainment business executive.