I’m Max Martinsherie, a gameplay programmer and studio founder focused on building end-to-end game experiences—from core 3C systems to crossplay networking, backend gameplay features, and live operations. Over the past several years I’ve worked across both AAA and independent development, including engineering Unity architectures for multi-platform releases like Ballshot Arena, and taking ownership of gameplay mechanics from design intent through final feel. I also lead production and technical direction by running a remote-first studio with a small cross-discipline team, managing the full development lifecycle of a crossplay title from the ground up. Alongside shipping features (like boss fight overhauls, SDK integrations, and platform-specific performance work), I enjoy mentoring and teaching advanced Unity programming, and I actively collaborate with designers to bridge engine constraints with player-facing gameplay.…

Max Martin Sherie

I’m Max Martinsherie, a gameplay programmer and studio founder focused on building end-to-end game experiences—from core 3C systems to crossplay networking, backend gameplay features, and live operations. Over the past several years I’ve worked across both AAA and independent development, including engineering Unity architectures for multi-platform releases like Ballshot Arena, and taking ownership of gameplay mechanics from design intent through final feel. I also lead production and technical direction by running a remote-first studio with a small cross-discipline team, managing the full development lifecycle of a crossplay title from the ground up. Alongside shipping features (like boss fight overhauls, SDK integrations, and platform-specific performance work), I enjoy mentoring and teaching advanced Unity programming, and I actively collaborate with designers to bridge engine constraints with player-facing gameplay.…

Available to hire

I’m Max Martinsherie, a gameplay programmer and studio founder focused on building end-to-end game experiences—from core 3C systems to crossplay networking, backend gameplay features, and live operations. Over the past several years I’ve worked across both AAA and independent development, including engineering Unity architectures for multi-platform releases like Ballshot Arena, and taking ownership of gameplay mechanics from design intent through final feel.

I also lead production and technical direction by running a remote-first studio with a small cross-discipline team, managing the full development lifecycle of a crossplay title from the ground up. Alongside shipping features (like boss fight overhauls, SDK integrations, and platform-specific performance work), I enjoy mentoring and teaching advanced Unity programming, and I actively collaborate with designers to bridge engine constraints with player-facing gameplay.

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Experience Level

Expert
Expert
Expert
Expert

Language

English
Fluent
French
Fluent

Work Experience

Unity programming curriculum designer & mentor (final-year students) at LISAA Bordeaux
October 1, 2025 - December 1, 2025
Designed and delivered an advanced Unity programming curriculum aligned with professional industry standards. Mentored final-year students through end-of-year shipped projects and portfolio development, providing technical guidance across gameplay architecture, optimization, and production practices.
Independent educator / Unity & Python instructor (tailored 1-on-1 tutoring) at Auto Entrepreneur
January 1, 2025 - Present
Provided one-on-one instruction for a small client base covering Python fundamentals through full 3D Unity production. Guided a blind student through building a custom sound-based engine in Python with integrated 2D graphics, rethinking Unity’s architecture for entirely non-visual interaction design.
Gameplay programmer (shipped live title work) at ScreenJuice (Morbid Metal)
January 1, 2024 - January 1, 2026
Overhauled boss fight mechanics and resolved critical bugs under live playtest conditions. Integrated Steam and Discord SDKs for social features and rich presence. Developed and tuned multiple character control and combat mechanics from design specifications to final feel, ensuring responsiveness and consistency during iterative playtesting.
Gameplay programmer (cross-platform PC vs VR asymmetric multiplayer) at ESMA Toulouse (Makina project)
September 1, 2023 - June 1, 2022
Led a team of seven over eight months on Makina, a cross-platform PC vs VR asymmetric multiplayer game. Engineered a custom network bridge between two separate Unity projects by reworking the Mirror SDK, handling all PC player mechanics. Contributed to production and demo/public presentation, earning Student Project Award recognition and presenting at multiple events.
Gameplay programmer (AAA gameplay elements & integration pipeline) at Ubisoft (Beyond Good & Evil 2)
January 1, 2022 - January 1, 2024
Produced gameplay elements from scratch in C++, owning the full asset integration pipeline (models, rigs, shaders, animations) and assisting debugging of experimental engine tooling. Collaborated with broader teams to move assets and gameplay changes efficiently from implementation through verification.
Studio founder & gameplay programmer (remote-first studio operator) at DontGiveUp Interactive
January 1, 2022 - Present
Designed and implemented core gameplay systems, crossplay networking infrastructure, and cloud save systems in Unity for Ballshot Arena (Mobile / PC / Steam Deck). Founded and operated a remote-first studio (4-person team across disciplines) managing the full crossplay development lifecycle. Authored custom asset integration and technical art pipelines bridging design intent and engine constraints. Spent two months in Vietnam and Singapore pitching to investors to scale the studio and fund ongoing development.
Gameplay programmer / full-stack feature builder (mobile; C# + TypeScript) at Ubisoft Montpellier (Unannounced Rabbids Project)
September 1, 2019 - June 1, 2022
Built full-stack features including a multi-tier currency equivalency system and two arcade mini-games. Developed the frontend and proceduralized backend of an in-game shop with an economy designer, supporting scalable economy iteration and integration across systems.

Education

Bac+3 / Scientific High-School Diploma (Bac S) at Lycée Bernard Palissy
September 1, 2016 - July 1, 2019
Coursework / Professional game development training at ESMA Toulouse (as stated: led a team while studying)
January 11, 2030 - September 24, 2026
Advanced Unity programming curriculum delivery (teaching role) at LISAA Bordeaux
October 1, 2025 - December 1, 2025

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Education, Media & Entertainment, Software & Internet