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Undisclosed title - Eidos Montreal - 2008
Senior AI Programmer
I'm currently working on an undisclosed title as a senior AI programmer. Not much can be said about the title or the technology used at the moment.
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Crowd Technology - Grip Entertainment - 2008
Lead AI Programmer
I've worked on a crowd system for Unreal Engine 3 that aims to simplify the process of giving life to scenes with hundreds of non-playing characters. I've also worked on game specific technology to showcase the tech, but neither the game or the tech are publicly available for showing.
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Assassin's Creed - Ubisoft Montreal - 2006
AI Programmer
Responsible for designing and implementing the camera system for this third person "action adventure" game. I've also worked on the Achievements system and the stats tracking tools to monitor how the game is played.
GameSpot.com Score: 9.0 / 10
GameRankings.com Average: 82%
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Undisclosed title - Ubisoft Montreal - 2006
AI Programmer
We spent a few months working on a game concept that ended up being cancelled. During those months, I had the opportunity to learn the Unreal Engine, Unreal's Max Exporter and its scripting system.
We used an AGILE management method where I had the chance to be a Scrum Master. We used Test Driven Development, pair programming and code reviews to ensure that all checked in code would be as good as possible.
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Far Cry Instincts - Ubisoft Montreal - 2005
AI Programmer
On this title I had the opportunity to work
on almost every aspects of the AI system, from
the vehicles, to the animation selection to the
dynamic avoidance of characters.
During the debugging phase I was responsible
of the AI bugs, making sure they were assigned
to the right people and doing what ever was
required to get the bugs fixed as soon as
possible.
GameSpot.com Score: 9.2 / 10
GameRankings.com Average: 87%
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Syberia II -
Microids - 2004
Engine Programmer
On Syberia II, I worked mainly on the main
character and on its sidekick. It was my
first professional AI task to do a sidekick that
would follow the main character and it worked
out nicely.
I was also responsible to provide support to
the game play programmers and to develop all the
technologies they required.
GameSpot.com Score: 7.8 / 10
GameRankings.com Average: 80%
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Post Mortem -
Microids - 2003 Engine Programmer
I worked on a few rendering tricks to give
convincing results of 3D characters hidden by
scene objects rendered in a "bubble".
I was also responsible of a few specific
puzzles that required more technical work.
GameSpot.com Score: 6.7 / 10
GameRankings.com Average: 72%
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Syberia - Microids
- 2002 Gameplay Programmer
In 2001, I joined Microids to work on this
beautiful game. My responsibilities were
mainly to script cut scenes and implement the
game play elements to create interesting
puzzles.
GameSpot.com Score: 9.1 / 10
GameRankings.com Average: 84%
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