I’m a game programmer and former aerospace engineer. After 3 years in the space industry, I decided to turn to what I enjoy most: creating videogames and interactive experiences. I'm currently studying at the ENJMIN, one of the top videogame schools in France.

My specialties are gameplay and visual effects (shaders, post-process...) programming. You will find here a selection of projects!

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Beyond Good And Evil 2
C++ / C#

Gameplay programmer


Cobble & Trouble
Unreal and C++ (4 Months) - FPS/Defense

Team of 2 programmers, main work:

  • Powers (Vacuum, Launch)
  • Combinatory golems system
  • Shaders and post-process
  • Wave system
  • AI
  • Art, animations and audio integration

Unity and C# (2.5 Months) - Adventure/Puzzle

Solo programmer, main work:

  • Character controller
  • Interactions
  • Collectible system
  • Menus and settings
  • Shaders and post-process
  • Art, animations and audio integration
- BIC Festival Excellence in Art (Award)
- BIC Festival Rising Star (Nomination)
- Pégases Best Student Game (Nomination)

Unity and C# (6 weeks) - SHMUP

Team of 2 programmers, main work:

  • Controller and reflection mechanic
  • Enemies behaviour
  • Power-up system
  • VFX using Shuriken
  • Game feel (screenshake, slowdowns...)
  • Art, animations and audio integration
Featured on itch.io and played by Markiplier.

Procedural 2D/3D caves
Unity and C# (1 day)

Solo programmer, main work:

  • Cellular automata base
  • 2D caves with Marching Squares
  • 3D caves with Marching Cubes

Minecraft world & shaders
C++ based on a custom engine

Solo programmer, main work:

  • World created using noises and layers
  • Numerous shaders in GLSL
  • Rendering using chunks
  • Avatar with 4 control types
  • Mining

Stick of the tiger
C++ (1 week) - Platformer

Team of 3 programmers, main work:

  • Game logic (menu, game, end)
  • Rendering using the console buffer
  • Controller using states
  • Level editor and interpreter
  • Collision system


RPG FPS Mechanics
Unreal Engine 4 and C++ (WIP)

New and existing RPG FPS mechanics and powers recreated in Unreal, mostly in C++ for training.
Work in progress, status:

  • Dishonored Blink

Houdini experiments
Houdini (SideFX)

Collection of procedurally generated geometries and animations & of VFX using various methods. The goal was to explore many creation methods. The video was used as a support for a report.

Unity and C# (30 hours) - FPX

Main work:

  • Floating simulation
  • Water shaders in GL/HLSL

The girl with lights in her eyes
Unreal Engine and C++ - Horror

Main work:

  • Procedurally generated mazes in C++
  • Interactions (Eyes mechanic, death...)
  • AI using Blueprints and C++
  • Post-process
  • Blueprint materials


Unity and C# - Visual Novel

Main work:

  • Multiple paths and choices managed by a State Design Pattern inspired method
  • Mobile support: responsive UI, camera and adapted controls
  • Interpreter to create text, effects and animations based on a XML file
  • Pixel art