Hello, I'm Killian!

After a four-year career in full-stack web development, I’ve decided to follow my true calling: making games. 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.

656KB of Vram: how I ported my game to the Nintendo DS

In a previous article, I’ve talked about Kallune (a 2D game we've made with friends). 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.

Building my own MMO: A tale of architecture and paranoia

I’ll always remember the sense of wonder I felt taking the boat from Tel’drassil to Stormwind for the first time. Ever since, I’ve been fascinated by multiplayer open worlds and how real they can feel. But as I soon discovered, building one myself was a whole different story. From syncing world states to preventing cheating and keeping the server from melting down: here is the story of every problem I solved while creating my own MMO.

Game Telemetry: turning my friends misadventures into fun stats

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).