40 years old, french
- Interested in making good-looking, coherent visuals.
Often able to propose several solutions.
Good optimization skills.
Enjoys communicating with the team.
Graphics Programmer: Sumo Digital, Sheffield
Sackboy: A Big Adventure (PS4, PS5) most of the graphics code, from new techniques to helping artists make the best out of the materials.
Some graphics code on Snake Pass (Windows, Xbox One, PS4, Switch).
More D3D12 port and SSAO on Forza Horizon 3 (Windows, Xbox One).
Some engine work (mostly D3D12 port) on Forza Motorsport 6: APEX (Windows).
Engine work on Little Big Planet 3 (PS4).
Development on a personal project, and study (path tracing, global illumination)
Graphics Programmer: AMA Studios, Charleroi
Worked on the graphic engine of Xbox One fighting game "Fighter Within" (pre-devkit reception, did PC development only). Additional programming for "My Self Defence Coach", a Kinect X360 work-out game.
- Programmer, Artefacts Studio - outsourcing and internal work
- Lead Programmer: Artefacts Studio, Lyon
Managed the programming team on the PC/WiiWare game Gods vs Humans, improved the studio's internal toolset.
- Visual Effects Programmer: Asobo Studio, Bordeaux
Developed visual effects of Codemasters' offroad racing game FUEL on PC/PS3/X360, such as: meteo effects (tornadoes, sandstorms...), vehicles projections, ingame GPS...
- Level Programmer: Bluebyte, Düsseldorf
Scripted most missions of The Settlers VI: Rise of an Empire
- Visual Effects Programmer: Ubi Soft, Casablanca
Developped visual effects for Rayman & the Raving Rabbids DS
Generalist Programmer: NPCube, Reunion Island
UI, chat, video player/recorder and tools for the PC MMORPG Dark and Light
- Tool Programmer: Widescreen Games, Lyon
Worked on the production tools of the PC/PS2 game Inuits
- Level programmer: Infogrames (Atari), Lyon
Implemented all scenaric events in a few levels of the N64 game Nikita.
- - Global Illumination, Microfacet BRDFs, Subsurface scattering
- Voxelization, Volume rendering, Distance Fields
- Antialiasing, Defocus blur, Bokeh, Tonemapping
- Normal/Displacement mapping, Shadows, Reflections
- Procedural generation, Particles management
- Mesh shaders
- C++, HLSL (Shader model 6), Asm (SIMD), C#, Lua
French (native speaker), English (fluent)
- DirectX (D3D9 to D3D12), Gnm, .NET
Unreal Engine, MaxSDK, Maya
- Visual Studio, CodeWarrior
PIX, RenderDoc, GPAD, NSight, Intel GPA, GPU Perfstudio
3D Studio Max, Maya, Photoshop, 3D Coat
- - PC, PS5, PS4, PS3, PS2, XB1, X360, Switch, Wii, DS, N64
- Coded Mimix, a video jockeying tool, which allows the user to control and mix visuals, reacting to the music, in live. Made two gigs with a friend musician.
- The Witcher, Darksiders, Left 4 Dead, Mass Effect, Starcraft 2, old platform games.