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, 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.
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. 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/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 Amsterdam 1666; PS3 physics and networking integration culminating on Homefront.
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 30, 2010 - September 12, 2025
Dynamic hair physics simulation using SPUs and Havok integration and best practices.
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; contributed to an innovative customizable vehicle game (R&D) and broader engine/system performance improvements.
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 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.
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.

Education

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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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