After a four-year career in full-stack web development, I’ve decided to follow my true calling: making games. Currently an engineering student at IMAC, I am focusing on algorithmic logic and computer graphics. I am now seeking an internship opportunity where I can learn as a game programmer alongside an experienced team.
I’ve always been fascinated by how things work "under the hood", experimenting with game architectures or the constraints of GPUs and consoles. This site is a collection of those experiments.
In a previous article, I’ve talked about Kallune (a small 2D game I made). Can’t be that hard to port to the Nintendo DS, right ? Oh boy. As it turns out, the DS is a beautiful, elegant, but incredibly stubborn piece of hardware. In this post, I’ll walk you through the reality of developing for the ARM9, the art of aggressive tile management, and how I slowly started loving chasing every microsecond of performance.
I still remember the sense of vertigo I felt as a kid, playing WoW and taking the boat from Tel’drassil to Stormwind for the first time. Ever since, I’ve been fascinated with how real and alive multiplayer open worlds can feel. But, as it turns out, building one is quite the challenge. From managing network authority to syncing state across devices : here’s what I’ve found out when trying to make my own.
I’ve always looked forward to my Spotify Wrapped; there’s just something fun about seeing your habits turned into stats. It made me wonder: could I do the same for the Starbound, Minecraft, or Factorio servers I run for my friends? To all the stat lovers out there: follow me as I figure out how to turn messy, raw server logs into something actually meaningful (and occasionally hilarious).
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Experience & education
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C++ Programming Tutor
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ESIEE Paris
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Engineering Degree in Creative Technology
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IMAC
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Full Stack Web Developer
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Ascan.io
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Developer Apprenticeship
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Nitroserv
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Professional Bachelor’s Degree in Computer Science