Available to hire
Graphics Software Engineer specializing in real-time rendering, GPU optimization, and engine tooling. I’ve scaled crowd rendering pipelines from 150 to 10,000+ characters at 60 FPS, rebuilt scientific visualization systems from 20 to 120 FPS on Unreal Engine 5, and built a physically-based path tracing engine from scratch with OpenGL and Vulkan backends.
Four years of professional C++ across simulation, VR, and industrial software. I find the real bottleneck CPU, GPU, or architecture and fix it at the root.
Experience Level
Language
English
Fluent
French
Fluent
Work Experience
3D Software Engineer at Sogeclair (Oktal SE)
November 1, 2025 - PresentOptimized a crowd rendering pipeline from ~150 animated characters at 30 FPS to 10,000+ characters at 60+ FPS in real time using GPU hierarchical instancing and vertex animation textures. Reverse-engineered an undocumented legacy AI/crowd simulation system (~60,000 lines), producing architectural documentation to enable long-term extension and maintenance. Built a C++/Qt plugin for automatic NavMesh generation (Recast) using spatial partitioning for large-world AI pathfinding under tight subdivision constraints. Developed a Blender Python plugin to automate VAT and skinning matrix baking for the character pipeline. Implemented a multi-screen display deployment solution in Unigine.
R&D Software Engineer (Scientific Visualization & VR) at LeCNAM (Scientific Visualization & VR)
December 1, 2022 - September 30, 2025Rewrote a real-time scientific visualization codebase in C++ on Unreal Engine 5, improving performance from ~20 FPS to ~120 FPS and adding iso-surface, glyph, and streamline rendering modes. Built a pipeline processing 50M+ data points in ~8 ms (Core i9-12900HK, NVIDIA 3070). Designed a TCP/UDP network interface linking a CFD solver (2× NVIDIA H100) to an immersive VR visualization app using multi-resolution streaming and controlled latency. Implemented Marching Cubes (C++/HLSL) for iso-surface extraction and mesh simplification/LOD management. Optimized VR rendering with polygon reduction, texture compression, overdraw detection, and tuned distance culling for sustained real-time frame rates. Created a cross-platform shared library (DLL/SO) for code reuse between the solver interface and the UE5 application (Linux/Windows).
Education
Diplôme d’Ingénieur (Master-equivalent) in Computer Science at ENJMIN (École Nationale du Jeu et des Médias Interactifs Numériques)
September 1, 2022 - June 30, 2025Software Engineering (Prépa/1-year program) at 3IL (Computer Science School)
September 1, 2021 - June 30, 2022Advanced Mathematics, Physics & Engineering Sciences (STEM preparatory program) at PrépaVogt
September 1, 2018 - June 30, 2021Qualifications
Industry Experience
Software & Internet, Gaming, Media & Entertainment, Computers & Electronics, Education
Experience Level
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