Professional profile
Game Programmer, with also experience making Tools to facilitate the production pipeline and improve performances. I work mainly in C# and C++ in Unity and Unreal Engine.
My fields of work:
► Design and implement the architecture of large systems to reduce complexity, duplicates and make it easier to expand.
► Quick prototyping in Unreal and Unity, implementation and polishing of Game Mechanics, AI, 3C.
► Make easy to use tools in Unity Engine to facilitate the development, and improve performances.
► Profile and troubleshoot performances.
I like challenge, and always looking for new problems to solve and things to learn.
Work
2020 – Now Black Tower Studios, Tokyo (Japan)
Game Programmer,
Key responsibilities
- Support for released projects: new features, bug fixes
- Development of original games, prototypes…
2018 – 2020 Guild Studio, Tokyo (Japan)
Game Programmer,
Key responsibilities
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Planned and implemented the code for the Battle system of a large turn-based J-RPG in Unreal Engine.
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Minimized dependencies between abilities, AI, visual, UI using Observer-Subject coupling and interfaces.
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Allowed the designers to implement more than a thousand abilities, passives, monsters, items, buffs and such via excel by using data tables.
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Flexible formulas and parameters for characters and battle that can be customized through Blueprint.
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Many debug features allowing to controls the enemies, invulnerability, auto-mode and more.
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Easy to customize AI through behavior tree.
Key achievements/projects
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AA Turn-based J-RPG
2017 – 2018 Donuts Co Ltd, Tokyo (Japan)
Game and Tools Engineer,
Key responsibilities
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Development of a VR Game in Unreal Engine.
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Development of Game Prototypes in Unity and Unreal Engine.
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Research and development of new tools and technologies in Unity Engine.
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Creation of Level Editors to facilitate the workflow of existing projects in Unity Engine.
Key achievements/projects
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Made the level editor for two games in Unity Engine, allowing to create levels in a few hours instead of days and to significantly improve the visual quality. Removing all the tedious tasks such as modeling each island individually, or placing by hand AI pathfinding.
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Rewrote the level generation of an existing project in Unity Engine so the levels could be created in static, allowing to bake the lighting, to improve the overall quality, and to bake a navigation mesh.
Education
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Gameplay Programmer — Haute Ecole Albert Jacquard (HEAJ), Namur (Belgium) – June 2017
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Social Ecology – Haute Ecole Libre de Bruxelles Ilya Prigogine, Brussels (Belgium) – June 2014
Language
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French — Native proficiency
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English — Full professional proficiency
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Japanese — JLPT-N2