Co-Founder & Lead Programmer — DontGiveUp Interactive
2024 – Present
I co-founded DontGiveUp Interactive, a remote-first indie studio currently building Ballshot Arena, a crossplay competitive sports game for Mobile, PC, and Steam Deck.
On the technical side I designed and implemented all core 3C systems, the crossplay networking infrastructure, and the cloud save systems in Unity. I also authored the asset integration and technical art pipelines that let a distributed team work without stepping on each other.
On the production side I built the team, set up the agile workflows, and manage the full development cycle from pre-production through active development.
Advanced Gameplay Programming Professor — LISAA Bordeaux
2025 – Present
I design and deliver an advanced Unity programming curriculum for final-year game development students, targeting professional industry standards.
Beyond the curriculum I mentor students through their end-of-year shipped projects and portfolio development, covering gameplay architecture, optimization, and the kind of practical problem-solving that doesn't show up in textbooks.
Game Development Instructor — Freelance
2023 – Present
I work with a client base of seven, providing tailored one-on-one instruction across the full stack of game development, from Python fundamentals all the way through to full 3D Unity production.
One of the more interesting projects: I guided a blind student through building a custom sound-based engine with integrated 2D graphics, which meant rethinking Unity's architecture around entirely non-visual interaction design.
Freelance Gameplay Programmer — ScreenJuice
Oct – Dec 2025
Two-month contract on Morbid Metal (shipped). I came on to overhaul boss fight mechanics and push through a backlog of critical bugs during live playtest conditions, the kind of work where you're fixing and iterating in real time while players are in the build.
I also integrated the Steam and Discord SDKs (social features, rich presence) and developed and tuned several character control and combat mechanics from design spec to final feel.
Gameplay Programmer — Ubisoft Montpellier
Jul 2022 – Feb 2024
My first industry role out of school, working on two successive projects at the same studio.
I started on an unannounced Rabbids mobile project, working full-stack: a complex multi-tier currency equivalency system (Euro to Hard/Soft currency), two arcade mini-games I built independently, and a collaboration with an economy designer to build the frontend and proceduralized backend of an in-game shop, all in C# and TypeScript.
I then moved to Beyond Good & Evil 2 where I produced gameplay elements from scratch in C++ and nodal scripting, and built and owned the asset integration pipeline for everything I produced, including models, rigs, shaders, and animations. I also spent time helping debug the engine's experimental tooling.
ESMA Toulouse
2019 – 2022
I started out making 2D games in JavaScript and HTML, which is where I got my footing in object-oriented programming. Second year moved into Unity and C#, culminating in a two-month solo project where I was the sole developer. By the third year I was leading a team of seven over eight months on Makina, a cross-platform PC vs VR asymmetric multiplayer game set in an open world city.
On Makina I engineered a custom network bridge linking two separate Unity projects by reworking the Mirror networking library, handled all PC player mechanics, built a procedural facade placement tool to populate the city, and wrote a custom HLSL lit shader that simulates pen-drawing shading. The project won the Student Project Award at the Montpellier Stream Show and was presented at Paris Games Week two consecutive years, TGS Montpellier, and the Influencer Conference in Toulouse.