A competitive 3v3 multiplayer sports game.
A multithreaded C++ version of the Advanced Locomotion System, built for top down games.
Animation IK Retargeting of Synty Studios animations onto a standard UE4 rig.
A procedural draw and tension system for compound, recurve and long bows.
I'm currently finishing a Master's in Game Design and Programming at Isart Digital. I started as a gameplay programmer, but working on animation systems pulled me into this specialization. What drew me in is how much animation shapes game feel, and how a strong tech anim system is often the difference between a game that feels immersive and one that feels detached. Coming from gameplay programming and game design, I sit comfortably between art, engineering, and design. I know enough of each discipline to keep an animation pipeline moving and to thrive on multidisciplinary teams.
Based in Paris and open to studio roles.