| Thief 4 – Eidos Montreal – 2008 Senior AI Programmer
I’m currently working on Thief 4 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% |
| 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% |
| Post Mortem – Microids – 2003Engine 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% |
| 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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