Summary

Creative software engineer with 12+ 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 game genres.

Antoine Serre

Software Engineer

Work Experience

Unity Technologies

Senior Software Engineer (Consultant)
October 2021 – Present
  • Senior member of the Unity Studio Productions team (customer facing)

  • Worked on the Android version of UNBEATABLE. Optimized performance to run at 60fps. Moved the build pipeline to Addressables to enable Play Asset Delivery.

  • 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 AWS server costs by 70% using build time custom tooling

  • Lead the UI effort for a mobile game project in pre-production and developed an innovative data-binding library with fully serializable state and live reload

  • Worked on a multi-year full rewrite of the Dofus MMORPG from AS3 to Unity

  • Added native support for up to 8 controllers to the Unity engine using the Windows.Gaming.Input API to help Gang Beasts achieve performance targets

Ubisoft

Gameplay Programmer (R&D)
September 2014 – June 2020
  • Designed and implemented fire, oil and poison systems for Assassin's Creed Origins

  • Prototyped a malware spreading gameplay system for Watch Dogs: Legion

  • 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 some from the competition using modding tools)

  • Prototyped navigation schemes in virtual reality with a focus on user experience and reduced motion sickness

Gameplay Programmer (Internship)
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

Tools & UI Programmer (Internship)
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

Gameplay Programmer (Internship)
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

Inis Rún

Narrative Puzzle Game
  • Play as a small robot stranded on a mysterious island, trying to reveal its secrets and recover its memories

  • Teaches programming through a custom language based on runes (glyphs)

  • Inspired by array oriented programming languages like APL and UIUA

  • Homoiconic function definition (SoA datatables instead of arrays) and stack-based execution model

Education

Skills

Technologies
  • C#
  • C++
  • C
  • Zig
  • Swift
  • HLSL
  • DirectX
  • Vulkan
  • OpenGL
  • Metal
Software
  • Unity3D
  • Rider
  • XCode
  • Visual Studio
  • GitHub
  • Perforce
  • RenderDoc
  • Blender
Programming
  • ECS
  • Multithreading
  • Cache coherency
  • Profiling
  • Optimization
  • Debugging
  • Data normalization
  • Compute shaders
Languages
  • French (native)
  • English (fluent)

Interests

  • Board Games
  • Photography
  • Digital arts