Independent Programmer, Paris, France

18 months, 2012 - 2013

Engine:

  • Language: C#

Projects:

Goal Rush (Monogame, C#)

An arcade sport game featuring local multiplayer

Tile Steal (Unity, C#)

A networked party game made as a contract for an independent group of developers.


Ubisoft, Montreuil, France

10 months, 2011 - 2012

Game programmer on Just dance 3

Engine:

  • Console: Wii
  • Languages: C++, Python

Team:

  • Around 40 developers

Tasks:

  • Developed the gesture recognition system with a senior programmer using a statistical approach. The system was first prototyped using Python then implemented in C++ in the game.
  • Worked on the online DLC shop component, and various smaller gameplay system.
  • Worked with the QA team for bug fixing during the finalisation of the project

Electronic Arts, Guildford, United Kingdom

12 months, 2010 - 2011

Game programmer on Harry Potter and the Deathly Harrows, Part One and Two

Engine:

  • Consoles: PC, X360, PS3, Wii
  • Languages: C++

Team:

  • Around 75 developers

Tasks:

  • Gameplay:
    • Developed various gameplay system with the game designers
    • Mission scripting on Wii, X360, PS3 and PC versions.
    • Worked with the QA team for bug fixing during the finalisation of the project
  • System:
    • Developed the game saving system, and did the specific implementation on PC and X360 in accordance with the TCRs.
    • Created an immediate rendering mode on Wii to help displaying debug primitives
    • Implemented a ray-test module on PS3/SPU, handling DMAs and using vector intrinsics

Eugen Systems, Paris, France

6 Months internship - 2009

Gameplay programmer on R.U.S.E (Eugen/Ubisoft)

During the internship, I shared the daily occupation of full time employees. I was responsible for the implementation and improvement of several game features while keeping a proactive mind for the general code quality.

Engine:

  • Languages: C++, Python

Team:

  • Around 50 developers

Tasks:

  • Gameplay:
    • Implementing and reworking various gameplay features.
    • Porting parts of the existing Python code base to C++
  • 3D:
    • Design and implement algorithms to draw units area of vision
    • Create geometry and shader for thick anti-aliased lines rendering

3DMX, Guadalajara, Mexico

3 Months internship - Summer 2008

Prototype for a web-based adventure game

In cooperation with Mexican professionals and students, I worked on a web-based 3D adventure game for the French Embassy in Mexico, using the Unity game engine.

Engine:

  • Unity
  • Language: C#

Team:

  • 2 Programmers
  • 3 Game designers
  • 6 Artists

Tasks:

  • Scene navigation: Pathfinding, point and click controls
  • Camera management: Editor tools for camera and trigger placement
  • Animation integration: Playback and blending, PNJ and camera movements
  • Gameplay: Story scripting

White Birds Productions, Paris, France

3 Months internship - Summer 2007

Design of the data management system for PlayAll

Under the direction of the Lead Programmer, I wrote the functional and technical specifications for the data management system of PlayAll, a game development framework developped by a consortium of french studios.

The system includes code and assets version control, automated builds and project management tools.

Tasks:

  • Prior art: UnrealEd, Perforce, Alien Brain
  • Specifications: Design and technical choices
  • Prototyping: Testing the technical solutions
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License