
Smurfs Flower Defense
2025

Tawö
2021

Pile Up!
2020

TokoToko
2019

After-H
2019

Pro Fishing Simulator
2017

Crewsaders
2016
Student Projects

Thunder
2017

Laggy Buddy
2017

Mazzeru
2016

Sérénité
2015

Worked as an Unreal Engine 5 programmer on Smurfs Flower Defense, a VR/MR game. I was the sole programmer during prototyping, and then got joined by additional programmers after pre-production. During the entire project I had a strong focus on performance profiling, and was in charge of CPU & GPU optimization. Since we were a small team my work was diverse and also included developing various gameplay features, integrating art and sound assets, debugging, and managing source control.
Worked on Tawö, a caritative mobile idle game. I joined the project during beta and I was the main programmer in charge of debugging, new features implementation, and overall finishing touches for the final release.
Joined the team on Pile Up as a Gameplay Programmer to support them close to the game release. I mainly worked on last minute new game features, UI programming, and debugging.
Programmed and integrated all of the main menu interface for the AR game TokoToko. Worked closely with the graphic artists to make the UI responsive on all types of devices, and create cool and smooth animations. I was also part of the team that showcased the game at the Tokyo Game Show 2019, holding the booth and interacting with players who were playing the game, in French and English, as well as Japanese.
Worked as a Gameplay Programmer on After-H a VR Esport FPS. First professional experience on an online multiplayer game. My assignments included adding new guns into the game, working on the game’s co-op campaign, debugging and improvement of existing gameplay elements' behavior, and implementing various new gameplay mechanics. I was also greatly involved with performance optimization.
5 months full-time internship in a video game studio based in Thailand. Worked on Pro Fishing Simulator, their first AA game for PC & Consoles. Implemented various gameplay mechanics, and worked on a Unity tool to ease the publication of new UI elements for online content.
Crewsaders is the first game I worked on that has been released on Steam. First released as a student project, it got the opportunity to be published by Plug In Digital in an improved version a few months later. My work included programming the players character controller, and UI programming. Crewsaders is a frenzy couch based multiplayer game. 2 to 6 local players are divided into 2 teams controlling 2 gigantic robots fighting each other.
Thunder is my graduation project at Cnam Enjmin. I was one of the gameplay programmer of the team, and it was my first VR project. In Thunder you're facing a gigantic storm in a post apocalyptic world, and you have to catch lightning bolt using a kite that you fly using the HTC Vive controllers.
A little platform game made in 48h during Global Game Jam 2017. The team was composed of only 2 programmers.
I got my first experience of working with the Unreal Engine 4 on this project, and I was the only programmer in the team. The game has been rewarded an "Honorable Mentions" in the Hits Playtime Awards. Mazzeru is a narrative and exploration game based on Corsican Tales. It is set on a small island where everyone knows each others, and rumors spread fast.
This project was made in 3 days during the Ludum Dare 34 Game Jam, and I was the only programmer in the team. The game ended up in the LD34 Top 100 games, and was featured in a Rock Paper Shotgun article. In Sérénité you play a drop dripping her way down to a dreamy ocean
This game was my graduation project at Isart Digital and I was working as a Gameplay Programmer. Rogue Rider is a shooter with Rogue Like elements. It includes procedurally generated roads to ride on with your bike, dozens of weapons to collect, and tons of different situations to handle.