Physics / Animation / IK programmer

Julien F. Pelletier

Physics / Animation / IK programmer

Available to hire

Physics / Animation / IK programmer

Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
See more

Language

English
Fluent
French
Fluent

Work Experience

Senior Physics Gameplay Programmer at HoYoverse/MiHoYo
May 1, 2020 - Present
Led the development of a robust vehicle system in Unreal Engine. Co-designed and implemented systems for tire modeling (adapted Pacejka with advanced improvements), nonlinear and stable suspension, differential simulation, axle management, and multi-axle support; drifting, aerodynamics, buoyancy, and thrust systems; Havok-based collision systems and vehicle LODs; motorcycle physics. Worked on gameplay systems related to vehicles including slow-motion support and input/physics handling, ability system, VFX (tire traces, smoke), physics effects/damage, and advanced collision management interfacing. Delivered advanced physics for 50 vehicles including trucks, boats, amphibious, aircraft, go-karts, motorcycles, etc.
Physics/Animation Programmer at Ubisoft Montreal
December 1, 2019 - September 12, 2025
Contributed to three Far Cry titles, focusing on complex physics systems and optimization. Vehicles and rigid body dynamics, collisions, dynamic world interactions; Advanced character controllers, ragdolls, locomotion, powered-ragdolls, pose-matching; IK systems for quadrupeds and bipeds; Enhanced performance across next-gen consoles with multithreading and optimized physics.
Physics and Animation Programmer at THQ Montreal
January 31, 2013 - September 12, 2025
Main animation programmer and animation behavior developer on Patrice Desilet's game Amsterdam 1666. PS3 physics and networking finaling on Homefront.
Physics Programmer at Artificial Mind & Movement
September 1, 2010 - September 12, 2025
Dynamic hair physics simulation using SPUs and Havok integration and best practices.
Vehicle Physics Programmer at Electronic Arts
December 31, 2008 - September 12, 2025
Designed and implemented vehicle handling and physics for Need for Speed Nitro, a motorcycle racing game (Roadrash), as well as an innovative customizable vehicle game (R&D). Engine/System Programmer on Army of Two. Enhanced system performance through optimization and physics integration; developed core gameplay systems with a focus on stability and scalability.
Simulation Engineer at CAE (Defense contractor)
June 1, 2005 - September 12, 2025
Engineered real-time embedded systems for CF-18 aircraft weapon simulators. Modeled and simulated AMRAAM missiles on PowerPC real-time operating systems.
Senior Physics Gameplay Programmer at HoYoverse/MiHoYo
May 1, 2020 - Present
Led the development of a robust vehicle system in Unreal Engine, including tire modeling (Pacejka with advanced improvements), nonlinear suspension, differential simulation, axle management and multi-axle support. Implemented drifting, aerodynamics, buoyancy, thrust, Havok-based collision systems, and motorcycle physics. Built slow-motion support, input/physics handling, ability system, VFX, physics effects and damage, and advanced collision management. Delivered physics for about 50 vehicles across trucks, boats, amphibious, aircraft, gokarts and motorcycles.
Physics/Animation Programmer at Ubisoft Montreal
December 1, 2019 - September 12, 2025
Contributed to three Far Cry titles, focusing on complex physics systems and optimization. Implemented vehicles and rigid body dynamics, collisions, and dynamic world interactions; advanced character controllers, ragdolls, locomotion, powered-ragdolls, and pose-matching; IK systems for quadrupeds and bipeds; improved performance through multithreading and physics optimizations.
Physics and Animation Programmer at THQ Montreal
January 31, 2013 - September 12, 2025
Main animation programmer and animation behavior developer on Patrice Desilet's Amsterdam 1666; PS3 physics and networking integration culminating on Homefront.
Physics Programmer at Artificial Mind & Movement
September 30, 2010 - September 12, 2025
Dynamic hair physics simulation using SPUs and Havok integration and best practices.
Vehicle Physics Programmer at Electronic Arts
December 31, 2008 - September 12, 2025
Designed and implemented vehicle handling and physics for Need for Speed Nitro, a motorcycle racing game; contributed to an innovative customizable vehicle game (R&D) and broader engine/system performance improvements.
Simulation Engineer at CAE (Defense contractor)
June 30, 2005 - September 12, 2025
Engineered real-time embedded systems for CF-18 aircraft weapon simulators; modeled and simulated AMRAAM missiles on PowerPC real-time operating systems.

Education

Add your educational history here.

Qualifications

Master’s Degree in Simulation and Non linear control for Mobile Robotics
January 1, 1999 - January 1, 2004
Bachelor’s Degree in Computer Engineering
January 1, 1996 - January 1, 1999
Master's Degree in Simulation and Non linear control for Mobile Robotics
January 1, 1999 - December 31, 2004
Bachelor's Degree in Computer Engineering
January 1, 1996 - December 31, 1999

Industry Experience

Gaming, Media & Entertainment, Software & Internet

Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
See more

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