Games I have worked on:
- Rainbow Six Siege (AI Programmer)
- Child of Light (Gameplay Programmer)
- Rayman Legends (Gameplay Programmer)
- Rayman Origins (Gameplay Programmer)
- From Dust (Gameplay Programmer)
- Beowulf: The Game ( Senior Audio Programmer)
- Dirty Harry (cancelled) ( Senior Audio Programmer)
- Scooby-Doo: Unmasked ! ( Senior Audio Programmer)
- Scaler ( Senior Audio Programmer)
Work History
Generalist Programmer
Ubisoft Montréal
August 2015 - December 2016
Montreal, Canada Area
Programmer on the VR game: Eagle Flight made with Unity
Generalist Programmer
Ubisoft Montréal
October 2014 - August 2015
Montreal, Quebec, Canada
Generalist programmer in the Rainbow Six Siege AI team
AI optimization to increase the number of concurrent AIs and improve frame rate.
Gameplay and Systems Programmer
Ubisoft
July 2014 - October 2014
Montreal, Canada Area
Unannounced Project with UbiArt Framework.
Toonboom animation pipeline integration into UbiArt to improve animator speed of integration and animation quality.
Gameplay and Systems Programmer
Ubisoft
April 2013 - July 2014
Montreal, Canada Area
UbiArt Framework Expert on Child of Light.
Brought the team up to speed on UbiArt usage.
Created the mission system and editor.
Game Play Programmer
Ubisoft
August 2008 - April 2013
Montpellier Area, France
- Created a WiiU gamepad simulator to save on WiiU development costs, and decrease turnaround time on gamepad specific features.
- Drove the pipeline productivity effort on UbiArt Framework. Designed and implemented many automated and assistive features. Pinpointed and addressed problematic areas.
- Ramped up new programmers on pipeline usage.
- Implemented many gameplay items and features over the course of From Dust, Rayman Origins and Rayman Legends.
- Created interactive loading screens to help keep players focused during loading.
Senior Audio Programmer
Ubisoft
May 2006 - August 2008
Montpellier Area, France
Improved sound design quality and productivity by streamlining audio engine tools, and enhancing editor workflow.
Added an extra level of realism to Yeti pipeline by integrating a lipsync system.
Senior Audio Programmer
The Collective ( Double Helix )
June 2005 - May 2006
Newport Beach, California
Prepared company for next gen game development by designing a new sound pipeline for the in-house game engine
Audio Programmer
Scaler
February 2004 - June 2005
Montreal, Canada
Senior Audio Programmer
A2M (Artificial Mind and Movement)
February 2004 - June 2005
Montreal, Canada Area
Helped company ship games on an extra platform by porting the sound engine to Gamecube
Increased sound integration productivity with tool enhancements.
Systems Software Engineer
CAE Inc.
August 2003 - January 2004
Montreal, Canada Area
Programmed a generic avionics library to reduce time spent creating new avionics systems simulators
Audio Software Engineer
CAE Inc
March 2000 - August 2003
Montreal, Canada Area
Automated tasks to reduce time spent bringing flight simulators to required certification level for the sound department