GAMEPLAY & TOOLS PROGRAMMER

I’m a game developer with more than 5 years of industry experience in Programming Tooling and Game Design. I’m passionate about every game I work on as I always strive to see the potential in them. Whether it’s a 3D action game, 2D puzzler or an emotional narrative story, I always want to see them through so they can shine.

Windblown – (2025)

  • Generalist

Unity • Photon Quantum ECS • Multiplayer

A frantic top-down action roguelike with co-op by Motion Twin. I started on Windblown when it was already in early access and I worked on it up to the 1.0 release. My role was a jack of all trades: I stepped in wherever I could to alleviate pressure and keep the development efficient and fast. I kept pace with the fast iteration cycles after each update. Each day, bugs had to be fixed without compromising the end of day build’s stability.

  • Meta progression systems
  • Additional logic for cinematics
  • Code maintenance to adapt to new needs
  • Hard to fix bugs (ECS or Multiplayer)

Battle tool

Northgard – (2023)

  • Prototyping
  • Game Design
  • Generalist

Heaps • Haxe • Multiplayer

A viking-inspired RTS by Shiro Games. While working on it, I developed 3 DLC factions and helped on various updates. I was mostly working as a pair with the lead game designer of the team. For a new clan, we iterated fast on different prototypes before honing in on the final polished version. I took care of almost everything for it, from prototyping and art integration to UI.

  • Hound, Owl and Stoat clans
  • Bifrost's boss AI
  • Tool to easily setup, track and gather battle data
  • Analytics implementation

Tool to create views based on entities' definitionsDebug overlayPOI of an NPC to escort

Vaultbreakers – (2021)

  • Art integration
  • Tooling
  • Generalist

Unity • Custom ECS • Multiplayer

A PvPvE extraction top-down inspired by MOBAs. I interned for BetaDwarf at the end of my 4th year at Rubika right at the start of production on Vaultbreakers. They offered me a job I took instead of doing my 5th year of studies. Under the mentorship of the studio’s tech lead, I had the opportunity to work on complete systems. I took care of visualizing the ECS’s content via views and events, alongside a lot of tooling work.

  • Gameplay prototyping (Ability systems & POIs)
  • Code architecture
  • Debug tools
  • Localization tool suite

Jams

Egg-xtreme Humpty Jumpty – (2026)

  • Prototyping
  • Game Design
  • Generalist

Unity

Done for the GMTK 2026 (Theme: Countdown) in 4 days with 5 other developers spread across the globe: You’re an egg falling through the sky! Grab Scrabble letters and try to make words to slow down your fall so you’re not the first crack down on the ground.

My goal for this jam was to reach a level of quality that you wouldn’t normally see. On the programming side of things, I provided a template project and coded the majority of the game. I planned the different milestones and ensured we could playtest early to iterate on the concept.

  • All of the UI
  • All of the gamefeel

Wolf Among Fools – (2024)

  • Prototyping
  • Generalist

Godot

Done for the Brackeys jam 2024.2 (Theme: The calm before the storm) during a work week with old colleagues from Shiro Games: Inspired by Werewolf, you’ll need to figure out what’s going on in the town at night by manipulating the village folks’ AI.

Our goal for it was to attempt to make a game with Godot. I had some experience with the engine but this hands-on approach really allowed me to get a feel for it.

  • Player interaction
  • Placeable items
  • UI

Personal Projects

MockupFlow from bootup to entering a match

Echo Tactics – (2025)

Unity • Multiplayer services • UI Toolkit

A training exercise to keep myself up to date with how multiplayer games could be set up for Unity. I especially looked into the Unity multiplayer services: How to go from authenticating a player, to saving their data, to queuing them for an online match, and so on. I also checked how the Multiplayer Play Mode package could be used to set up different configurations to test the game completely locally or with a remote build.

  • Asynchronous flow with responsive UI
  • Error handling

Tank Up – (2024)

Unity

The start of a game project: You control a tank on which various modules can be stacked on top of each other. Each module can be controlled via the cursor through a dedicated “physical” interface. Drag and drop bullets in the cannon’s chamber to then pull and release it to fire.

  • Seamless transition of game elements between separated windows
  • Toy-like quality

Convolution – (2023)

Unity

A training exercise on how modding could be achieved for a Unity game. With the restriction of not working with an interpreted language, I looked at how to build and publish a Unity package that could be used by modders. I then worked out how a mod would be imported at runtime. Its code is compiled on the fly and any assets are properly loaded via addressables.

  • Unity package handling
  • Virtual Game Boy aesthetic

K.A.G – (2022)

Unity • DarkRift 2 • Docker • PlayFab

A training exercise on how to create a multiplayer game architecture with mostly just lightweight frameworks. For the communication layer, I opted for DarkRift 2 to keep it minimal. I then took care of deployment with Docker & Powershell scripts onto a heavier framework: PlayFab. It took care of the hosting and matchmaking. My next step was to look into Azure DevOps to check how to set up a full CI/CD pipeline.

  • MVVM framework
  • Authoritative server with separated libraries
  • Powershell scripts for deployment

Rubika

Early prototype

Early prototypeFinal version

Chrome Overcoat – (2021)

  • Creative Lead
  • Game Design
  • Prototyping

Unity

What I pitched for the 5th year game project at Rubika: a fast and tight FPS with modular weapons. My concept was one of the few approved. I learned a lot about how to create documentation that is both efficient and pleasing to the eye with this. For its prototype, I also developed a custom behaviour tree framework that I used to make both weapons and AIs.

  • 3Cs
  • Behaviour tree framework

The Jolly Drum – (2020)

  • Generalist

Unity

The 4th year game project at Rubika: Live the adventures of a mute frog that communicates with other animals through music keyed to emotions. I had the tech lead role but was also heavily involved in the game design.

  • Gamepad controls with shape recognition
  • Event driven architecture

Far Away Cage – (2019)

  • Prototyping
  • Game Design

Unity

A game demo with an alternative controller: You’re an engineer trapped inside a spaceship with an alien hunting you. Buy as much time as you can to survive by luring the beast away and make sure to not run out of oxygen. The project was pitched and selected for the GDC Alt-Ctrl of 2020. I did all of the programming for it.

  • Interfacing with Arduino
  • AI logic
  • UI

No Play No Gain – (2019)

  • Tech Lead

Unity

The 3rd year game design class project: Each student had to design and document 2 mini-games for a WarioWare-style minigame collection. We then had to develop 2 mini-games provided by other students. On top of that, I was a part of a small team of students that was tasked with developing the framework that would tie all the mini-games together so we could have a full playable game.

  • Publishing of a package for students to use
  • Technical assistance to students who needed it
  • Design and documentation of 2 games