Hi, my name is

Théo.

I am a video games and XR apps developer

I have more than five years of experience working on games and XR applications.

About Me

I am a software developer with a passion for game programming, XR and interactive applications. When I’m not working I like to spend my time learning Japanese, running and enjoying people I love. I got busy with life so I will occasionally play video games when I find one I like. The last ones I really loved were : Zelda BotW, Zelda TotK, Sifu and CyberPunk 2077. Here are my main skills and technologies I'm used to:
  • C#
  • C++
  • Unity
  • Oculus Quest
  • English (got 885 at TOEIC in 2015)
  • Japanese (aiming at JLPT N3)

Experience

Virtual Reality Software Engineer - xCura
Jun 2024 - Jul 2024

xCura is a japanese startup aiming to reduce pain and anxiety using virtual reality experiences. It was my first time using mainly japanese while working.

During my contract at xCura, I have built a prototype of a virtual reality application to perform rehabilition exercises for patients suffering from partial arms and hands paralysis.

XR Software Engineer - Realcast
Jun 2020 - jan 2023

Realcast is a french XR startup which is developing cultural XR experiences for museums and recently started developing VR video games.

I was focused on the development of Just Hoops, a VR basketball game for Meta Quest headsets. I was working in a team of up to 5 persons: an asset integrator/level designer, an FX artist, a 3D generalist and a game designer. Here are some of the things I did while working on that game:

  • Integrated third-party solutions to handle matchmaking and game analytics. And more importantly I researched and integrated a hand-tracking driven physically-based hand animation solution.
  • Worked on the core gameplay loop of the game and its save system.
  • Built and provided some ‘quality of life’ tools for the team in order to streamline the process of creating and testing new levels.
  • Created a multi-platform automated build pipeline for Just Hoops in order to reduce human errors, save time and reduce stress.
  • Took in charge a few programming interns and made sure they were understanding the environment in which they evolved and how to complete their tasks.
Junior Tools Developer - Ubisoft Montpellier
Oct 2018 - Oct 2019

Ubisoft is a world leading game company releasing AAA games every year.

I was a Junior Tools Developer in the cinematic team during the development of Ghost Recon : Breakpoint. The team of 50+ people was mainly composed of animators, a few FX artists and sound designers, one compositing team and two tools developers.

Here are my achievements in that team:

  • Refactored an in-engine tool to export rendering passes that was either taking too much time or not exporting the images correctly.
  • Built a tool to allow animators to launch in-game cinematics in a few clics in the Anvil game-engine, effectively saving them a lot of time.
XR Developer - SoWhen
Sept 2016 - Aug 2018

SoWhen? is a french company creating immersives experiences.

As their first developer, I was in charge of building small prototypes and immersives experiences. I built VR and AR applications using Unreal Engine 4 or Unity.

Relatable experiences :

  • Built an AR car configurator where the user could visualize its customized car at 1:1 scale using a phone.
  • Built an AR application to simulate the placement of new furnitures in the user’s home.
  • Built a VR application that would allow a remote actor wearing a motion capture suit to interact with a user wearing a VR headset across the country.
Assistant Engineer in Computer Science IHM Development - Ecole Centrales de Nantes
Sept 2013 - Aug 2014

L’Ecole Centrale de Nantes is a french engineering school where the IRCCyN research lab is located.

I was working in the Psycotec team, a team of psychologists focusing at that time on how to help factory workers learn and do their job more efficiently.

I was in charge of building a serious game simulating some of their working conditions and tracking their responses to various tasks.

Here is what I did at that time:

  • Checked the requirements of the simulation with the team.
  • Chose the game engine based on team requirements (jMonkeyEngine)
  • Built the simulation and even did some of the arts using Blender.

Education

2016 - 2018
Master's degree in 3D engineering and video games
ESGI, Paris

Projects:

  • OBJ Loader with Phong shading and deferred rendering
  • Terrain generator using Perlin noise
  • Blender plugins development
  • Development of a prototype having the same game mechanics as in Mario Galaxy with Unreal Engine 4
  • Studied simple machine learning models (Perceptron, MLP, SVM, RBF)
  • Wrote simple image processing algorithms (threshold, histogram, Sobel filter, connected components, etc)
  • An AR lazer tag prototype

Languages: C++, C#, Python

Game Engines: Unity, Unreal Engine 4

Libraries: OpenGL, DearImGui, OpenCV, Vuforia, SFML

2014 - 2015
Bachelor of Science in Digital Imaging
IUT D'Aix Marseille
2011 - 2013
Associate's Degree in Computer Science
IUT de Nantes

Portfolio

I will hopefully show some of my personal work here in the future. Work in progress...

Get in Touch

Feel free to reach out anytime, whether you just want to say ‘hi’ or you have a question. I’ll do my best to reply promptly !