Summary

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.

Antoine Serre

Software Engineer

Work Experience

Unity

Senior Software Engineer, Games Consultant
October 2021 – Present
  • 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
September 2014 – June 2020
  • 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
March 2014 – September 2014
  • 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
March 2013 – September 2013
  • 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
March 2011 – July 2011
  • 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
2020 – Present
  • 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

Education

Skills

Technologies
  • C#
  • C++
  • C
  • HLSL
  • DirectX
  • Vulkan
  • OpenGL
  • Metal
  • WebGL
  • Node.js
  • Javascript
  • HTML
  • CSS
  • Swift
Programming Concepts
  • Entity Component Systems
  • Parallelism
  • Data-oriented programming
  • Profiling
  • Cache coherency
  • Optimization
  • Data normalization
  • Compute shaders
Software
  • Unity3D
  • Visual Studio
  • Rider
  • XCode
  • GitHub
  • Perforce
  • Plastic
  • JIRA
  • Blender
  • Photoshop
  • Slack
Languages
  • French (native)
  • English (fluent)

Interests

  • Competitive Gaming
  • Photography
  • Digital arts