Highly qualified software developer with over 20 years of professional experience. I began coding 27 years ago at the age of 16, creating chess games, FTP/HTTP/mail clients, and 3D animations that emulated the rain effect from The Matrix, earning me several online awards. In those early years and throughout the beginning of my career, I also developed various websites and promotional games in HTML, Flash, and other content management systems using PHP/MySQL.
Today, I specialize in building interactive applications, using whatever technologies are necessary to achieve the desired outcome (HTML, JavaScript, TypeScript, CSS, Vue, React, C#, Unity, Haxe, ActionScript, Canvas, OpenGL). I'm equally skilled in developing both microservices and monolithic backend systems in a variety of languages (C#, Node JavaScript, Deno TypeScript, PHP, SQL).
I adapt quickly to new technologies, whether they involve new languages, frameworks, or entire systems. I excel at understanding new concepts, solving problems, identifying business and client needs, and maintaining a clear vision of how things work.
My ability to see the big picture, both from a business and technical perspective, allows me to challenge ideas in a practical and constructive manner, with a strong understanding of the needs and capabilities of the different actors involved.
I'm passionate about building products, whether it’s enabling customers to send digital certificates, create templates, draw on canvases, design interactive slideshows, optimize recruitment workflows with AI, or animate elements for highly interactive apps and video games. I approach system building and improvement with a clear and structured mindset, always eager to learn, driven by curiosity and creativity.
Took over a project in progress. I was mainly asked to build a strong base to let other developers and artists build the game on top of it.
It consisted in building a system where each entity could be easily programmable (inside the Unity editor and within a constrained set of rules) and editable. "Everything" was an entity, the player, the animals, the spells, the cards,... everything.
The game had to be playable against AI so I build the system around the same principles that were used to build Earthstone: a system that allows for very fast iterations of different possibilities within a certain context to find the best possible outcome. It was also a system that adapted well to networking