Remi Gillig Resume/cv (english)

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REMI GILLIG

C++/C#/Tools programmer Personal information Address : 143, rue Notre Dame 33300 Bordeaux France Cellphone : +33 (0) 6 16 74 30 82

Date of birth : July 30th 1987 E-mail : [email protected] Website : http://speps.fr Expected salary : $45k to 55k / year Availability : from end of April 2012

Skills Programming languages : C++ (6 years), C# (3 years) APIs / Shaders : OpenGL (classic, ES), DirectX 9, NVidia Cg, GLSL, HLSL/FX, Qt 4, MFC, 3DS Max SDK Softwares : Visual Studio 2008/2010, SVN, Perforce, Team Foundation Server, Photoshop, Office / OpenOffice Platforms : PC, PS3, Xbox 360 / Kinect, XNA Languages : French (mother tongue), English (spoken, written, technical)

Experience  Since April 2011 : Tools/Engine Programmer at Asobo Studio (Bordeaux, France) Kinect Rush – an all-ages game featuring films from Disney Pixar – Microsoft Game Studios – March 2012 Skills : C++, Xbox 360, Kinect, MFC, Perforce API, Team Foundation Server, 3DS Max SDK Studio of 100 persons, in the Engine/Tools/R&D team (8 persons):  

  

Continuous integration tool : automatic multi-platform building of the projects, fresh builds of code and data for the whole team, personal email messaging for errors Internal map editor (15 year-old codebase) : o x64 support, this was critical due to the size of the levels, quick adoption followed o Perforce support directly from the editor o Crash report system with dumps which improved the accuracy of editor crashes o Various new features and bug fixing 3DS Max plugins : automatic UV generation plugin for lightmaps, add support for engine camera parameters for cutscenes authoring (eg. depth of field) both of which were important for the artistic pipeline Multiple small independent tools integrated in the building pipeline and QA pipeline, notably an automatic DVD layout generator optimizing for fast streaming of important files Work on the in-house engine : occlusion improvements, lighting scripts, debugging, optimization

 April 2010 until April 2011 : Programmer at Neko Entertainment (Montreuil, France) Puddle – platform game involving fluid and rigidbody physics – http://puddle-game.com Skills : C++, OpenGL/DirectX 9, Cg, PS3/Xbox 360, Qt, Visual Studio, AlienBrain (SCM), Photoshop  Published

by Konami Digital Entertainment on PSN/XBLA. Student Showcase 2010 Award obtained in January 2010, trip to GDC in March 2010.  Selected among featured projects during GamesConnection Lyon in November 2010.  IGF

Small 5 persons team (2 programmers, 2 graphic designers, 1 level designer/manager):     

C++ rewrite of the first version of the game (was C#), was required to develop the game on consoles Fluid simulation coupling (from a research paper) to an already proven physics engine (Box2D) to improve on gameplay features and create new ones Integration of a scripting engine (AngelScript) to the game so that the level designers were able to add more interactivity to the levels, also helped fixing bugs in this open source library Optimization of the collision system to limit the number of constraints for level design while keeping the load on consoles reasonable Development of a level editor from scratch using Qt (with OpenGL for rendering), allowed the production to be both quick and iterative for level design and level building

 October 2009 until March 2010 : Programmer (student) 2nd year master JMIN (Angoulême, France) PaperPlane – paper airplane exploration/contemplation game – http://paperplane-game.com Skills : C#, Unity3D, C++ (Unity plugins), Cg, Mercurial  IGF

Student Showcase 2011 Award in January 2011, trip to GDC in February 2011.  Milthon 2010 Student Award obtenu en septembre 2010.     

Paper airplane physics integrated with Unity3D physics engine (PhysX based), quick iteration on this process very early in the project allowed us to have the behavior we wanted Support of various features for game designers inside the Unity editor and the game to be able to switch controls, tweak values, edit ingame content quickly Development of multiple custom shaders (terrain, objects, windows, water) in collaboration with a graphic designer to obtain the visual art style desired Implementation of an automatic camera system for player interactions with the environment which managed to facilitate 3D navigation around objects Development of specific Unity3D plugins using C# and C++ to add missing features (eg. proper controller triggers support)

Studies Obtained in 2010, with Honors : Master Jeux et Média Interactifs Numériques (Angoulême, France) Obtained in 2008, with Honors : Bachelor of Science in Computer Games Technology (Paisley, Scotland) Obtained in 2005 : DUT Informatique spécialité Imagerie Numérique (Arles, France)

Interests / Hobbies 



In programming  Research papers on physics, lighting, shadows (SIGGRAPH, GDC)  Application of new techniques, learning of new languages (eg. Google Go)  Personal projects from time to time (eg. game jams) Other : astronomy, bike riding, cake baking

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