Tech Lead Unreal Engine.

About me
Originally from a small village in Drôme, I have been a video game enthusiast since childhood. In middle school, I began learning programming and algorithms with the aim of creating video games later on. I created my first graphic program at the age of 15 using the SDL library. After high school, I pursued a degree in Computer Science. During my studies, I taught myself the Unity Engine. I completed my master’s degree during which I finished the first version of the 3D Voxel Engine. I undertook an internship at a company that remastered a game in Unity under the name Mankind Remastered. Today, I have joined the 3D team at Agenium, an Epic Games partner, where I am fully dedicated to creating real-time applications on Unreal Engine.
Download ResumeProjects

Satellite trajectories x Unreal Engine
Development of a real-time visualization application in Unreal Engine featuring a 1:1 scale Earth globe, displaying the positions of over 7000 satellites. Solar and lunar ephemerides are calculated using real orbits, and satellite trajectories are imported from the STK space mechanics software. Project completed during my tenure at Agenium.
Terrain streaming solution
Development of an Unreal Engine application integrating a 1:1 scale cartographic globe. Designed an automated production pipeline for terrain creation and integration, with a clear separation between terrain data and the Unreal Engine application. This system allows for the generation of terrains at two levels: medium-definition zones covering an entire country and high-definition segments spanning over 100 x 100 km. Project completed during my tenure at Agenium.


High-definition urban environment
Creation of a 5 x 5 km scene in Unreal Engine 5, optimized for real-time rendering. The environment includes a day/night cycle, high-definition buildings with cubemaps for interiors, and richly detailed ground. Integrated a Zone Graph with the MassTraffic and MassCrowd plugins to animate the environment with pedestrians and vehicles. Project completed at Agenium to set a visual quality standard.
XR: Metabati
Development of an integrated tactical simulation solution on Hololens 2 and Unreal Engine 5 preview. The project depicts a ground force scenario, incorporating photogrammetry data to reconstruct the terrain and tech-art effects based on cartographic data to enhance terrain relief display. Programming the Unreal Engine sequencer enables simulation of dynamic tactical scenarios in real time. Completed during my tenure at Agenium.


Homelab
Setup of a homelab on an old PC, transformed into an advanced testing environment. This project involves the creation and management of Docker containers to host various services: a DNS server, a reverse proxy, an SSO utility, a media server, a monitoring system, as well as a version control server with Helix Core. Virtualization was implemented using Proxmox.
Lilys and Maurice
Development of a cooperative 2D puzzle game in Unreal Engine, created in 48 hours during the Global Game Jam 2022 on the theme of duality. In collaboration with a team of 4 people (2 developers, including myself, and 2 artists), we designed an original gameplay where two players operate on the same screen but in distinct worlds. The game is based on solving puzzles to progress from one level to another.

Voxel Engine
Design of a 3D engine in OpenGL, featuring a user interface developed using ImGui. Implementation of procedural generation for voxel terrains using procedural noise, optimized for efficient rendering. Advanced management of voxel display, real-time terrain editing, and player-terrain collisions. Development of an actor and component system allowing modular and intuitive gameplay integration.
Ray tracing in one week-end
Development of a ray tracing engine based on Ray Tracing in One Weekend. I modified camera management, implemented multi-threading to optimize rendering, and added new geometric shapes beyond spheres.


Procedural stylized rendering
Project focused on creating renderings of 3D objects enhanced by 2D elements generated through procedural noise, while maintaining temporal coherence. This research internship allowed me to explore and implement innovative techniques to harmoniously combine 2D and 3D graphic elements, resulting in a dynamic and stylized visual rendering.