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Compulsion Games, a Xbox Game Studio
Senior Game Programmer
While the rest of the team was working on DLCs for We Happy Few, I started on a new project that would become South Of Midnight. With a handful of people, starting from an empty project, we spent the next year experimenting with gameplay. After that, we would spend the next five years crafting the game that is South Of Midnight today. Along the way, I took ownership of multiple important gameplay features for the player character, such as the 3Cs and combat mechanics. I developed our locomotion and traversal system, camera system, combat system and many other systems during that time. Growing into a senior position, I put a big emphasis on creating proper debug tools and writing good documentation. After the release of South Of Midnight, we switched to a new project. I was assigned a new role for this project. I would be responsible for developing an ability system and all the abilities of the player character. There were a few challenges ahead: we had to be able to create and iterate quickly, we wanted to innovate, and we chose to have a strong physics-based gameplay.
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Black Shamrock, a Virtuos Studio
Game Programmer
Recommended by a lecturer, from Gamagora, to Olivier Masclef (CEO of Black Shamrock), I started in the company in may 2016. I worked five months, as intern, on Blood Bowl: Death Zone before being hired as Game Programmer. We then started Werewolf: The Apocalypse, in collaboration with Cyanide Studio and White Wolf, where I worked closely with Game Designers and Animators on prototyping the core gameplay. In march 2018, decision was made that the game will be fully developed by Cyanide in Paris. My team then worked two months on a combat demo, for an undisclosed project, that we presented to its publisher. Despite them really liking the demo, we didn’t get the project and moved to a new mission. Ubisoft, Toronto, contracted us to help them on Starlink: Battle for Atlas. I went over there in in may 2018 to get train on their engine before getting back to Dublin and mentoring the rest of the team. At the end of the mission, I started a new internal project. With the experience gathered during the past years, we decided to create an Action-RPG game base while preparing a internal pitch for the Virtuos direction.
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Gamagora
Master of Game Development
Gamagora is the Video Game cursus of the University of Lyon in France. I studied there various subjects like: Gameplay programming in Unity, Procedural Terrain and City Generation, Raytracing and Physically Based Rendering, Mathematics and Sound Design.
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Freelance Multimedia Programmer
During the summer 2015, I worked as freelance for Avant-Goût Studios. I developed Saint-Etienne 360 in Unity: a Virtual Reality for smartphones and tablet that let you visit the main places of the city of Saint Etienne.
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Avant-Goût Studios x Les GOBELINS
Multimedia and Game Programmer (Apprenticeship)
While continuing my apprenticeship at Avant-Goût Studios, I joined the famous school Les Gobelins, in Annecy, for a two years multimedia design & development cursus. Working hand in hand with talented Graphic Designers, I developed several applications and games, strengthening my knowledge of Unity and developing an aesthetic sensibility. These year was an opportunity for me to learn the methodology to conceptualizing project and how to work in team.
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Avant-Goût Studios x IUT of Le Puy-En-Velay
Multimedia and Game Programmer (Apprenticeship)
Alternating every month between my job at Avant-Goût Studios, in Saint-Etienne, and the courses of my Real Time 3D cursus at the IUT of Le Puy-En-Velay, I spend a year learning the basic of 3D, discovering Unity and making my first apps in Flash.
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Tech Soft 3D
Intern Tool Programmer
I did my end-of-studies internship at Tech Soft 3D where I developed a tool that analyse screenshots of rendering to detect any discrepancies.
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IUT of Lyon
Degree of Information Technology
A two years computer science cursus where I learned the basic of architecture and programmation.