frederic villain

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Friday, 18 Aug 2017

Resume

Employment Timeline

 

Ubisoft

Lead Software Engineer on "I Am Alive" -

April 2010 – Mai 2012 (2 years 2 months) Shanghai, China PR.

  • Technical Management of the development team.
  • Rationalization of the Game Features with the Production, Design, Animation and Engineering teams.
  • Management of Branching Strategies for milestones and certifications with the QA team.
  • Debugging of various high and low level systems.
  • Technical Support of all Gameplay, AI and UI features, including:

- Main Character Navigation in shifting environment.
- Combat, Camera, Animation Integration, Movement and Collision Response, IK, Audio Integration, etc...
- Frontend flow and In-Game UI.

Lead Gameplay and AI Engineer during the conception of an "Unreleased AAA Title" -

November 2008 – March 2010 (1 year 5 months) Shanghai, China PR.

  • Technical Management of the Gameplay and AI teams.
  • Setup of various tools and pipelines for quick prototyping and integration with the design team, including:

- Integration of Stackless Python as a scripting language in order to leverage the concurrency programming model, and allow run-time scripting.
- Research on a flexible graphical tool pipeline to easily manage game rules and game balancing pre and post launch.

Lead Software Engineer on the Post Launch of the AAA Title "Tom Clancy's EndWar" -

November 2008 – January 2009 (3 months) Shanghai, China PR.

  • Provide solutions to balancing issues during 'Theater Of War' online campaign.

Lead UI Engineer on AAA Title "Tom Clancy's EndWar" -

January 2008 – October 2008 (10 months) Shanghai, China PR.

  • Technical Management of the UI team.
  • Rationalization of the Frontend flow and the In-Game UI with the Design, Art and UI Engineering teams.

Senior AI Engineer on the AAA Title "Tom Clancy's EndWar" -

April 2006 – December 2007 (1 year 9 months) Shanghai, China PR.

  • Implementation of various AI systems, including:

- Task Management system to handle AI workload.
- Accurate Line Of Sight system for entity to entity visibility check, for hundreds of AI entities in dynamic large scale environments.
- Dynamic Cover system in large scale environments.
- Synchronization system for AI entities, Vehicles, Environment and Camera, allowing close up cinematic moments on the battlefield.

Senior Software Engineer on the AAA Title "Tom Clancy's Ghost Recon Advanced Warfighter" -

December 2005 – March 2006 (4 months) Shanghai, China PR.

  • Optimization and Debugging:

- Memory Optimization of game assets and low level data structures.
- Performance Optimization of the collision system.
- Debugging of the collision system and BSP.

 

Bits Studios

Lead Software Engineer on "Constantine" -

November 2003 – November 2005 (2 years 1 month) London, United Kingdom.

  • Technical Management of the development teams on the various platforms.
  • Support and implementation of various Engine and Editor features.
  • Support and implementation of various Gameplay and AI features.

Lead Software Engineer on "Rogue Ops." -

April 1998 – October 2003 (5 years 7 months) London, United Kingdom.

  • Technical Management of the development teams on the various platforms.
  • Implementation of various Engine and Editor features.
  • Implementation of various Gameplay and AI features, including:

- Main Character Behavior, Movement, High Level Animation System and Animations Integration.
- Camera system.
- Cinematic Hand To Hand combat.
- Various Gameplay objects and Behaviors.
- UI and Frontend.

Technical Support on "Die Hard: Vendetta" -

April 1998 – October 2003 (5 years 7 months) London, United Kingdom.

  • Support and maintenance of the multiplatform Game Engine and Editor
.

Co-Creator of the "TWED" multiplatform Game Engine and Editor used to develop all the games above.

April 1998 – October 2003 (5 years 7 months) London, United Kingdom.

  • Implementation of various features of the multiplatform Game Engine and Editor, including:

- 3D Rendering pipeline.
-
Audio pipeline.
- Various Gameplay objects and Behavior Framework.
-
Main Character Framework.
- Camera System Framework.
- Various Editor Tools.
- Various Low level systems and Architecture Upgrade from C to C++.

Senior Software Engineer on "Undisclosed AAA Title" -

October 1997 – March 1998 (6 months) London, United Kingdom.

  • Implementation of an API for an unreleased Nintendo cartridge hardware.
  • Implementation of a Special FX Framework.

 

Haiku Studios

Lead Software Engineer on "Down in the Dumps" console version -

1995 – 1997 (2 years) Paris, France.

  • Implementation of the entire PlayStation engine written in C, including:

- Main Character Navigation in shifting environment.
- Combat, Camera, Animation Integration, Movement and Collision Response, IK, Audio Integration, etc...
- 3D Animation System
.
- 3D Rendering pipeline for characters.
- 2D Rendering pipeline for environments.
- Custom Audio and Music Streaming Framework.
- Proprietary Video Steaming and format.
- In-Game UI and Frontend.
- Special FX.
- Game data serialization.

  • Port of the high level systems from the PC version, including:

- Virtual Machine running compiled Script.
- Input Management for gamepad vs keyboard.