Coming from a general engineer school with specialization in software engineering and with a deep passion for video games, I am able to adapt to any type of job in video games.
My favorite areas are Artificial Intelligence, gameplay programming, tools development .
My professional experience is currently moderate, but my motivation, my training, my curiosity, my perseverance and my good mood will quickly remedy that : ^)
I am responsive and organized daily. I always find a solution to my problems, I am pro-active, and therefore have good anticipation skills. I am respectful and humble.
You can find all my professional experiences in the tabs 'Experience'
Unit Behaviors Implementation of a Behavior Tree framework (Editor + code stub creation + implementation in the engine). Easily modified by designers, and creating new nodes doesn't block designers work and automatically lay down the work for coders
Oculus Rift Support Only supported at the moment in FPS view, planning on adding the whole game supported
Gameplay programming Implementing the set of rules and features for our game
Level scripting Added a Behavior Tree Scripting machine, using an interface similar to Unreal Engine Kismet, for Unity3d
Multiplayer Support Currently architecturing the design.
Fight Framework Added an abstract ability support allowing designer to easily define any unit ability with a set of data
Kubikub is a mini puzzle game based on the principle of a 3D minesweeper. The player must clear a parallelepiped with rotation functions, investigation inside the form, securing bombs.
The game has several modes: The classic-hard, each cube shows the possibilities of 27 adjacent bombs The classic-easy, each cube shows the six possibilities of adjacent cardinal bombs The puzzle, each cube shows the number of bombs in the corresponding column / line / width The time-attack is a puzzle mode with a time resolution limit.
matrix Management The player can temporarily hide a face, whatever the viewing angle
configurable inputs The player can set its inputs
Save / Load The player may leave a game in progress and resume later
Highscores The best scores by type of play are saved and appear with a menu
Color gradient indicating the number of bombs calculated dynamically
Using UDK 3D engine for the project WFTO (War For The Overworld) http://warfortheoverworld.com/ Planning a long-term (> 2 years). Daily use of English
Management of an international team of 10 people. Entertainment weekly team meetings. Animations of monthly meetings with the entire team WFTO (> 30 persons)
Advanced Programming, 3D engine, IA Application of subversion
Drafting documents (new member integration, installation procedure of the environment, project progress, etc..) Maintain updated daily tasks of employees.