Relevants projects

Cryptical Path
Cryptical Path, our first OIP, is a PC project. As a Tool Programmer, I played a key role in level design by developing a robust dungeon generation algorithm and building tools that allowed us to fine-tune parameters and assess their outcomes. I also created intuitive interfaces to help level designers in constructing distinct parts of each level.

Valiant Hearts : Coming Home
Valiant Hearts: Coming Home is the sequel to the original game, developed in collaboration with Ubisoft for Netflix's mobile platform. In my role as a Tool Programmer, I contributed by implementing gameplay elements, developing essential tools, and shaping key aspects of the project's architecture

Tiny Worlds : Idle Dragon Game
Tiny Worlds: Idle Dragon Game is a mobile idle game where I served as a Gameplay Programmer. I focused on enhancing the FTUE, optimizing game performance, and developing a liveops tool using Firebase to streamline in-game operations.
Professional projects
During my time at school I had the opportunity to take part in three professionnal project. Each were differents and I learnt differents skills from them.

Cryptical Path
Cryptical Path, our first OIP, is a PC project. As a Tool Programmer, I played a key role in level design by developing a robust dungeon generation algorithm and building tools that allowed us to fine-tune parameters and assess their outcomes. I also created intuitive interfaces to help level designers in constructing distinct parts of each level.

Valiant Hearts : Coming Home
Valiant Hearts: Coming Home is the sequel to the original game, developed in collaboration with Ubisoft for Netflix's mobile platform. In my role as a Tool Programmer, I contributed by implementing gameplay elements, developing essential tools, and shaping key aspects of the project's architecture

Tiny Worlds : Idle Dragon Game
Tiny Worlds: Idle Dragon Game is a mobile idle game where I served as a Gameplay Programmer. I focused on enhancing the FTUE, optimizing game performance, and developing a liveops tool using Firebase to streamline in-game operations.
Jam projects
I've participated in 15 jams since 2017. Here are some of the most intersesting ones.

Don't forget
at Ludum dare 41
A Die a Retry mixed with a 3D visual Novel game ! Play as Mamy, and discover what’s remains of your world. Interact with many things in your home, but don’t forget what’s important ! Made during the LD 41, our objectiv for the prog team was to get used to the scriptable object of unity. Implementing a whole system of event only based on them.

Wish You Were beer
at Improvised school jam
You're broke but thirsty, what a better solution than to steel beer from those who went to the bathroom. First game ever made, it was my first experience working with a team, importing 3D models, applying materials, playing with lights and implementing the QTE system.
School projects
Most of my school projects are oriented towards AI and PGC as I've always been interested in those areas.

Group movement and avoidance
This is my bachelor project where is 4 months I implemented a pathfinding system that could handle large number of agent in a large scale world. The mains systems are a full nav mesh complemented with a waypoint graph to connect every town in the map. Every movement of formation are handle by a mix of full on pathfinding with dynamic obstacle avoidance. The project is made using the new DOTS system from Unity.
Pok Project
This is a 6 months school project we made in our third year. The objective was to do a game (Stars of Anarchy) running on the Nintendo Switch using a custom game engine (PokEngine). We separated the team in three main groups, Game, Tool and Engine. I was the lead programmer and engine on the project. I implemented most of the core feature used in the engine as the graphic engine, physics engine, entity manager, resource manager, and so on.

Space Infestation
As an vicious Alien, infest a spaceship to turn it into your new nest, fight robots and get acces to the main generator. I worked with 3D procedural generation, meaning all problems going with it (AI navigation, Lights, Collider, optimisation). I also implemented a texture painter, allowing the player to paint a texture on top of a another one.

Nàstrond
This is a school project where we had 3 months to do a city builder with dwarf. I was in charge of the AI in general, from the decisions making to the pathfinding. This project was our first where we worked with a custom game engine - made by our teacher - and had to have a vision outside from the game that we could have with a Unity's project.

Space Dwarf
A 4 weeks solo school project where I had my first experience in AI and procedural generated content.