Resume & Online Resources

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

Work Experience

Dual Universe

October 2018


As a member of the Dual Universe server engineer team, I've been working on:

C# feature stack based on Orleans Actor Framework

  • Right System (In game player's right on their assets)
  • Queueing Service (Throttling system to dispatching players to our server infrastructure)
  • BackOffice (internal web tool for Game Designers and Live Ops)

PostgreSQL database

  • Managing in-game data storage
  • Writing efficient queries between inter-connected systems

Assassin's Creed Odyssey

September 2016

September 2018

As Engine/Generalist Programmer on Assassin's Creed Odyssey, I've been working on things like:

Low-level system

  • Making some systems to support multithreading
  • Ensuring performances were good for critical systems
  • Fixing engine & memory issues
  • Support for a 'data patcher' internal tool

Improving/exposing new features to gameplay

  • Making more gameplay elements destructibles
  • Improving the internal Fire System
  • LOD-mesh painting system

Ghost Recon Wildlands

October 2014

March 2016

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

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

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"


April 2011

July 2011

This was my DUT last year internship

  • Reverse engineering of all existing macros (some of them were more than 10 years old)
  • Convert all of them from Excel (VisualBasic) to Open Office (StarBasic)
  • Create documentation of classes, use cases and interaction diagrams.
  • Improve, optimize and debug existing macros in Excel as I was rewriting them in OpenOffice

Student Projects


October 2013

March 2014

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
  • InGame HUD
  • Terminal screen glitches


February 2013

December 2013

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


May 2013

June 2013

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


May 2013

June 2013

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

Engine, Library, SDK
Software & Other


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


  • LinkedIn