Creative software engineer with 10+ years of experience in game development. Skilled at writing clear, efficient code that is easy to maintain and extend. Experienced working within small and big teams on various types of projects. Independent worker, able to work remotely or in-office as needed.
Work Experience
Unity
Senior Software Engineer, Games Consultant
Member of the Unity Studio Productions team providing customers with multi-disciplinary expertise of the Unity game engine
Helped port Phasmophobia to Xbox Series X and PS5, optimized overall performance and wrote CI/CD tools to interoperate with Unity Build Automation
Reduced loading times by 50% for The Sandbox metaverse project by hiding latency to the HTTP API using async tasks and multithreaded data processing
Optimized the server performance and memory footprint for Book of Travels and reduced their AWS costs by 70% using build time custom tooling
Lead the UI effort for a mobile game project in pre-production, including a brand new data-binding library with fully serializable state and live reload
Worked on a multi-year full rewrite of the Dofus MMORPG game client written in AS3 to Unity
Added native support for up to 8 controllers to the Unity engine using the Windows.Gaming.Input API for the game Gang Beasts to help achieve performance targets while keeping feature parity
Ubisoft
Software Engineer, Gameplay R&D
Part of a small R&D editorial team promoting open-world systemic gameplay to production studios. It involved traveling abroad for missions (1 to 6 months duration)
Prototyped a malware spreading gameplay system for Watch Dogs: Legion
Designed and implemented the fire, oil and poison systems in the game Assassin's Creed Origins
Consulted on systemic gameplay concepts for various projects, from general presentations to advanced design discussions and workshops
Developed a generic data analysis tool recording full sessions of gameplay in a memory compact, database friendly format. Used to compare worldlife metrics of several games (including competition using modding tools)
Prototyped navigation schemes in virtual reality with a focus on user experience and reduced motion sickness
Software Engineer Intern, Mobile R&D
Developed innovative production tools using projection mapping and mobile devices to help design the logic of open-world AAA games
Explored tools and techniques to improve mobile prototyping iteration speed
Spiders
Software Engineer Intern, Tools & UI
Developed a real-time debugging tool for character animation blending
Added UI logic and integrated assets for the game Bound by Flames
Eugen Systems
Software Engineer Intern, Gameplay
R&D for an advanced physics-based simulation in Wargame: European Escalation
Worked on procedural animations for the 300+ mechanical units in the game
Projects
Clay
Game Engine
Structured like a relational database, using array programming language concepts
Homoiconic function definition and column-major array layout for efficient parallel execution
Unified extendable visual editor for code and data with customizable inspectors