Unity
TODO
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.

Spongebob : Patty Pursuit
Spongebob Patty Pursuit is a licensed game where I joined the team post-launch. I contributed by developing World 8—most notably creating the Boss, Grandma Plankton—and implemented both the Daily Mode and Challenge Mode using procedural generation scripts to deliver fresh gameplay experiences.

Raid Heroes
Raid Heroes is a fast-paced, free-to-play mobile game. As a Gameplay Programmer, I contributed to its evolution by implementing a new game mode in the latest update and integrating a comprehensive localization system.

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.

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.

Don't forget
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.

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

Team Kwa Kwa
I worked at Team Kwa Kwa for 6 months during witch I had the opportunity to have a insigth view of the indi Swiss's industry. If it was for me an opportunity to improve my skills with AI and PCG, it was my first going to some events like the Nordic Game Conference with the Swiss's delegation.

Answer Knot
I was mandated to finish a game, my main task was to make sure the game can be finish by implementing a series of small objectifs that the player has to do. It was some sort of challenge because a previous programmer had allready been working on the project but finally drop out a few months before the deadline.

Hell'Eluja
For 1 month I help Oniroforge to finish their game Hell'Eluja. It's a two player game where one is playing with a VR helmet trap in a dungeon where the other player use a phone or tablet to spawn monster in the dungeon.

Wish You Were beer
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.