
Unity
With at least 5 years in the game industrie, I can proudly say that I've fallen in love with Unity's Game Engine. Throughout my Student years and my personal time I've learn the phylosophies and workarrounds of this engine. Despite not being as Key-in-hand as Unreal I like how Unity make you responsible of creating your own architectures.

Technical Documents related to one of my canceled prototype, the goal was to handle a slimy character composed of many meta bolls.
01
System Designer
Coding is for me only a fragment of the Game Developper's Job. I consider the early thought-process of a project the most enticign of a project's lifetime.
But I've never take part of an long term project (at least a year a full time developpement), but I'm not affraid of such thing.
02
C#'s Mastery
After 2 years of study in C++ and Object-oriented programming, I found out the transition to Unity C# API quite easy.
The link between this API and Unity UI is realy refined.



Animation Controler decated to the player character of my TwinStick shooter Game.
Jt had to manage Multi-Layered Animations, Animation Masks, IK for look target, Blend-Spaced Animation and Animation passed from Interaction with World Objects.
My most complex animator so far ...
03
Animation Layering using IK
In order to improve the juicyness of my projects and/or recreate polished character controllers, i've learn how work using animator controller.
I've also learned to accces to scripts and animation for gameplay purposes.
04
Shader & VFX Artist
At first i was affraid of such problematics (Visual Editing Shader were not a thing when i took interest in Unity and GLSL Shaders were traumaticly complex).
But Since I've been introduce to Amplify Shaders and Unreal Shader Editor I've renew my interest in that matters and im quite interested to improve in that regards.



05
Sound Design and Integration
I've found an unexpected interest in Sound Design during my Student Project.
At first it was solely to suit a need, but it make me realise the gap between a game with and without polished SFX.
I've even work with FMOD audio engine for an audio driven game.
06
Source Control
Since I'had taken part of teams from 3 to 6 people colaboration was a problematic I had to handle at some Point.
Therefore I've work with Git, SourceTree and Tortoise-SVN I've no prefered tool.
To be honnest I'm woried to collaborate with broader team, but knowing the bascis of that problematic, I don't think that it will be a dead end.

Fragment de l'historique Git d'un de mes projet: Kaboom Arena.
Le projet le plus long auquel j'ai pris part durant mes 3 années à l'ICAN Paris.
Je préfère utiliser l'interface GitKraken car je la trouve bien plus claire et explicite que les interfaces plus traditionnelles de Git et GitHub.