Worked as pipeline engineer on the R&D side. Led development of our own production repository, along with multiple core libraries used in all our applications and commands (command line argument processing, file-system actions, cryptographic tools, mail parsers, frame sequences representation, …). Worked closely with pipeline architect to satisfy production needs as fast as possible.
R&D Engineer
Duboi
June 2007 - May 2008
Designed and developed a generic dispatcher (render farm) for HD3D project, a branch of Cap Digital industry cluster. This dispatcher had to solve problems of multiple companies as at least 4 different ones were participating in the debates.
Developer
Kynogon
February 2007 - May 2007
Improved Kynapse, the path-finding and A.I. SDK, by implementing a faster world data generation application.
Enhanced SDK integration into Unreal engine. Provided support for American customers.
R&D Engineer
Attitude Studio
November 2004 - September 2006
Led rendering pipeline software for Renaissance, the first feature film of the company. Participated in multiple developments for different production teams that require many interactions with users: Renderman shaders for Skyland, Movie encoding, Final Cut Pro files manipulations, EDL and asset manager for different production needs.
Internship
CSSI
2004 - 2004
The subject of this internship was the development of the software layer for a holographic device.
As this device was composed of multiple screens in order to have multiple viewpoints, I was in charge of the study and development of a library that intercepts OpenGL calls of softwares and send them on the network so that multiple renderings of the scene can be done, each with a different viewpoint. This application was part of a European project. Thus I wrote all reports (Specifications, State of the Art, ...) in English. I've also participated in the specifications of a collaborative application using the holographic device as the target hardware.