Resume & Online Resources

  • To download a pdf version of my resume: PDF Resume
  • You can get a look at my Linkedin profile: LinkedIn
  • My GitHub is available here: GitHub

Projects & Works

Professional

Assassin's Creed Odyssey
September 2016 - September 2018 (24 months)
As Engine/Generalist Programmer on Assassin's Creed Odyssey, I've been working on:

Low-level things

  • Making some systems to support multithreading
  • Ensuring performances were good for critical systems
  • Fixing engine & memory issues
  • etc...

Some new features/systems

  • Making more Props destructibles
  • Improving the Fire System
  • etc...

Ghost Recon Wildlands
October 2014 - March 2016 (18 months)
I mostly worked on the engine-side of our internal network library, but also had to do some more high level tasks.

Engine-side network (C++):

  • Debug/Refactoring/Optimization of network codebase

Gameplay-side network (C++/Script):

  • Mostly worked on custom library wrapper between Engine and Gameplay
  • Did some support for Gameplay Programmer

Tools and other (C++/C#):

  • Optimize our internal 'code generation' tool
  • Fix/Improve network flow issue in Editor
  • Bandwidth tool analysis

Just Dance 2015
April 2014 - September 2014 (6 months)
I was in charge of Tournament feature, both online and gameplay side, and I had to:
Online (C++/Python)
  • Implement interactions between game and servers (such as scoring, anti-cheat, ...)
  • Design server side real-time score computing system, and optimize it
Gameplay (C++)
  • Develop the gameplay side of the whole feature
  • Adapt it for each target platform (Wii/WiiU, PS3/PS4, Xbox360/XboxOne)
Swifty Touch
July 2013 - September 2013 (3 months)
Dreamtronic company made a custom touch table where I had to help develop, debug and optimise games.
Using Unity3D ( C# ), I had to:
  • Debug & Optimize already existing games (about a dozen)
  • Use Third-Party API to integrate Microsoft Kinect to Unity
  • Create a Server / Client architecture using .NET sockets for a PC / Android Tablets game
  • Integrate NFC Reader for PC
  • Work on new games for their "Touch Table"

Personal

Ilargia
Entity-Component Game Engine
Ilargia is a game engine project where I experiment multiple things such as:
  • Data oriented design
  • Runtime external library loading
  • Cross-platform target (Unix, Windows, Emscripten)
  • Script hot-reload
  • Graphical User Interfaces
  • And so on...
Haize
C++ Scripting Language
Haize is a C++ Script language project, with a syntax similar to the C, with a easy-to-use binding between native code and script.
Lexical, Syntaxic and Semantic parser are written from scratch.
Muon
Generic C++ Framework
Muon is a C++ framework designed to be used as a layer between the Standard Library and some missing feature I'm using in other projects

Student

Event[0]
 October 2013 - March 2014 (6 months)
Set in a retro-futuristic universe, the player is stuck in an abandoned shuttle lost in space with the ship's AI as his only companion.
I have worked mostly on:
Artificial Intelligence
  • AI word recognition algorithm
  • Optimizing AI word database loading
  • Spellcheck for user input sentences
Interface
  • InGame HUD
  • Terminal screen glitches
Wander
 February 2013 - December 2013 (11 months)
Wander is a first-person platform game where the main character is blind, and only some sounds can reveal the environment.
As the main programmer for the longest part of the project, I had to:
  • Create the "sound" visual effect
  • Implement the trust-relation between the player and the creature
  • Make in-editor tools for our Game Designer
  • Code every in-game cinematic
Mira
 May 2013 - June 2013 (1 months)
MIRA is a God Game experience, where you can combine elements to terraform a playground;
This project was designed to be played inside a cylinder, where the screen is displayed with 4 projectors around the player.
As it was based on a custom engine I made, i mostly had to:
  • Optimize the terrain generation & terraforming
  • Integrates a sound engine (FMOD)
  • Create gameplay interfaces
  • Load data from Lua
Fakteur
 June 2013 - September 2013 (4 months)
You play a mysterious postman who has the ability to modify the mail he delivers.
Initially supposed to be a first year project, and then cancelled, we decided to realize it during our free time.
What i did on it was:
  • In-game cut-scene
  • Player & NPC Interactions
  • Global performance optimization

Skills & Knowledge

Language
C++
C
C#
Lua
Python
GLSL / Cg / HLSL
Engine, SDK
Unity3D
OpenGL
Software & Other
Git
Vim
Perforce
UML

Languages

  • French: Native
  • English: Fluent / Full professional proficiency
  • Basque: Basic knowledge

Education