I am a french fullstack web developer.
Most of my experience lies in the back-end side of web development, be it in PHP, C# or Java, with some experience with the Angular framework for the front-end side.
I worked at several web agencies as a backend web developer, with PHP and the Symfony web framework, to build REST APIs, web services and develop the server side of web applications.
For more information, you can find my resume here.
This project was made from the 4th of March 2019 to the 11th of March 2019.
The goal was to learn and explore a new game engine which, compared to Unity and Unreal Engine, had an entirely different workflow.
You can find the Android build here.
This project was made from September 2018 to March 2019. The software allowed the user to visualize and interact with 3D DICOM images. The software could be used with the Hololens mixed reality headset.
The rendered 3D image could be placed on top of a real patient in order to get more informations for some operations, like a dialysis for example.
This game engine prototype was made from October 2017 to June 2018. The first goal was to discover how a game engine really works. The second was to try to build an engine with new, safer and more expressive programming languages.
The major feature of this engine, heavily inspired by the game Quake 2 and the now discontinued Stingray Engine, was the client/server architecture for the game AND the tools.
You can find the source code here.
This prototype was made in 4 months. The goal was to discover the Unreal Engine 4 with a medium-sized project. The major features of this project were the dismemberment, by breaking bones via the physics engine and the use of the particle system, and the realistic wound rendering, based on the Valve's GDC Presentation.
This game was made in 6 months by a group of 14 students. I worked on it as a programmer and assets integrator. The major feature of the game was the heavy use of procedural content generation. All the levels, weapon appearance, weapon statistics... were procedurally generated.