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.
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.
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.
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