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Passionate and detail-oriented software and game developer with strong expertise in C++, C#, and real-time system architecture. I specialise in building performant, maintainable, and modular systems, drawing on several experiences in both game development and software engineering contexts. Skilled in debugging, optimisation, and collaboration with multidisciplinary teams. Eager to grow in environments combining creativity, technical challenges, and structured software methodologies.

Core strengths: C++ • C# • Unreal • Unity • OOP • Optimisation • Build Systems • Git • CI/CD • Agile/Scrum

Professional Experiences

Game Developer

SPINWARE
12/2025 – Present | Puteaux, France
  • Design, development, and integration of gameplay systems using Unreal Engine (C++ & Blueprints).
  • Implementation of core game features such as AI, UI, interactions, and animation systems.
  • Tech: Unreal Engine 5, C++, Blueprint, Network, Git.

    Game Developer

    WANADEV STUDIO⁠
    09/2024 – 12/2024 | Lyon, France
  • Adapted gameplay mechanics and interactions of Propagation: Paradise Hotel for the Omni One VR treadmill, aligning with physical device constraints.
  • Enhanced the performance of Vestiges: Fallen Tribes by profiling and optimizing CPU, GPU, and memory usage, leading to improved frame stability.
  • Worked closely with design, QA, and art teams to maintain high code quality and consistent feature delivery.
  • Tech: Unreal Engine 5, C++, Blueprint, VR, Optimisation, Profiling, Git.

    Engine Developer

    PIECE OF CAKE STUDIOS⁠
    05/2022 – 03/2024 | Paris 19, France
  • Expanded Unity Engine capabilities by integrating Epic Online Services and crafting shaders for terrain deformation and rendering optimisations.
  • Adapted My Fantastic Ranch and Hacktag for gen 8 and 9 consoles, ensuring full platform compliance.
  • Developed a multi-platform achievement manager with direct SDK integration, managed console SDK integration, and supervised certification processes.
  • Improved internal tools and automation systems, notably boosting build and iteration efficiency. Optimised build pipelines using GitLab CI and CoffeeScript.
  • Tech: Unity, C#, C++, Shader, CI/CD, Multi-Platform Development, Perforce.

    Gameplay Developer

    ICONIK STUDIO⁠
    04/2020 – 08/2021 | La Ciotat, France
  • Developed AI behavior trees and designed a custom node-based editor to optimize designers' workflow.
  • Developed the 'Ultimate Attack' combat systems using Finite State Machines and applied data-driven methodologies to achieve balance.
  • Managed network replication through Mirror and PlayFab, elevating VR performance on singular headsets.
  • Tech: Unity, C#, AI Systems, Networking, Optimisation, VR.

    References
    References available upon request.
    Educations

    Master Computer Science / Video Game Engineering (GAMAGORA)

    UNIVERSITE LYON II⁠
    2021 – 2022 | Bron, France
  • Focused on game development with an emphasis on real-time systems and software tools.
  • Engaged in project-based learning, developing a complete game in collaborative, studio-like settings.
  • Covered essential topics such as game engine programming, real-time shading, image synthesis, physics simulation, AI for games, and VR/AR.
  • Emphasized hands-on experience through labs, 'LabXP' experimentation, a mandatory internship, and public project presentations at the Gamagora Game Show.
  • Bachelor in Computer Science

    CNAM SAINT-ETIENNE⁠
    2020 – 2021 | Saint-Etienne, France
  • Comprehensive foundation in core areas of computer science, covering development, programming, networks, multimedia, systems, architecture, software engineering, operations research, information systems, and industrial systems.
  • DUT Computer Science

    IUT Le Puy-en-Velay⁠
    2018 – 2020 | Le Puy-en-Velay, France
  • Solid foundation in programming (C++, Python, QT, OpenGL), algorithms, mathematics, and software engineering.
  • Participated in project-based learning, 10+ week externships, and immersive labs (VR, AR, motion capture).
  • Created interactive 3D applications emphasizing real-time systems, cross-platform development, image processing, and ethical digital practices.
  • Bachelor in Game Design

    BELLECOUR ECOLE⁠
    2015 – 2018 | Lyon, France
  • Specialised tracks 'Tech & Programming' featuring Unity, Unreal, C#, C++, and Tech Art.
  • Completed six major projects and a final-year project and participated in game jams and workshops.
  • Program emphasized system design, level design, world building, UX/UI, iteration, prototyping, storytelling, and collaboration.
  • Skills
    Soft Skills: Analytical mindset • Curious and adaptable • Collaborative and methodical • Strong attention to detail • Problem-solving approach
    Languages: C# • C/C++ • Java • JavaScript • Python • Bash • SQL
    Engines & Tools: Unreal Engine • Unity • Visual Studio • Perforce • Git • GitLab CI
    Web / Systems: REST API • Node.js (beginner) • .NET (learning)
    Other: Debugging • Optimization • Build Automation • Cross-Platform Integration • Agile/Scrum
    Languages
    English — Proficient

    Linguaskill C1

    French — Native/Bilingual
    Interests
    MangasGamesCinemaGame Engines (Real-Time Graphics • VR / XR • Tooling • AI)