Professional Summary
Performance-focused software engineer with 12+ years of experience building real-time gameplay systems and runtime architectures in Unity and C#. Co-founder and Lead Gameplay Systems Developer at Pansimula, where I architect high-performance gameplay systems and lead technical optimization across shipped titles. Profiling-driven by practice: I measure before optimizing and know when optimization actually matters. Recently expanded into JavaScript backend and operational tooling through a suite of MIT-licensed plugins for the SquadJS framework, deployed on live 100-player competitive multiplayer servers. Proven educator with experience teaching C#, algorithms, and data structures in classroom settings.
Education
Bachelor of Arts — Philosophy
Concordia University, Montreal, QC
Completed 2025
Additional Coursework — Software Engineering & Computer Science
Concordia University, Montreal, QC
2012 – 2018
DEC — Liberal Arts
CEGEP, Quebec
September 2009 – May 2012
Core Specializations
- • Real-time gameplay systems and runtime architecture
- • Profiling-driven optimization and performance engineering
- • Physics-heavy simulation systems
- • Gameplay AI systems and pathfinding
- • Runtime tooling and procedural systems
- • Compute shader workflows (HLSL)
- • Procedural and quasi-procedural gameplay systems
- • Event-driven tooling and operational systems
- • Technical problem-solving under production constraints
Work Experience
Pansimula Indie Game Studio
Co-Founder | Lead Gameplay Systems Developer
March 2017 – Present
- • Co-founded studio and led design and development of Galactic Thunderdome, a physics-based brawler released on Steam (October 23rd, 2024).
- • Contracted and delivered 4 educational titles to Legends of Learning under royalty-based agreements, with later contracts negotiated to retain studio IP rights.
- • Architected and implemented core gameplay/runtime systems under heavy real-time simulation constraints, including gravity systems, projectile systems, adhesion mechanics, environmental hazards, AI systems, and procedural interaction systems.
- • Served as primary performance-focused developer across production, profiling and resolving runtime bottlenecks, GC spikes, memory issues, and frame-time instability.
- • Optimized physics-heavy gameplay systems to sustain >60 FPS in extreme scenarios involving multiple players, AI entities, destructible terrain, and interacting environmental systems.
- • Designed extensive pooling and staged initialization systems to prevent frame hitching and maintain stable runtime performance in simulation-heavy gameplay scenarios.
- • Designed and implemented character systems including ragdolls, hybrid keyframe and procedural animation systems, gun handling, physics interaction, gravity transitions, and zero-gravity gameplay behaviors.
- • Developed heuristic state-machine AI systems integrated with dynamic A* pathfinding operating on destructible and reconstructible environments with environmental hazard awareness.
- • Implemented compute shader workflows to offload CPU bottlenecks in destructible terrain generation pipelines involving runtime Voronoi geometry processing.
- • Built tooling and runtime systems improving iteration speed and usability for designers and content creators.
- • Mentored junior developers through technical problem-solving, debugging, and systems implementation support.
- • Assisted with Steam deployment workflows, production coordination, release preparation, post-launch bug diagnosis, and rapid hotfix deployment.
- • Produced promotional video content and advertisements for Galactic Thunderdome using Adobe Premiere and Illustrator.
- • Designed and implemented gameplay audio systems and original sound assets using Adobe Audition, including dynamic spatial audio approximation systems for large-scale entity groups and environmental effects.
- • Currently prototyping and iterating on smaller-scale gameplay concepts in preparation for the next production cycle.
ROAM
Freelance UI Developer
March 2025 – April 2025
ROAM is an AI-driven game creation platform enabling users to generate and customize games from natural language and image inputs.
- • Built runtime UI components and layouts using Unity UI Toolkit for ROAM's AI-driven application platform.
- • Developed a procedural UI generation system enabling AI-driven dynamic construction of interface panels at runtime, with configurable modular elements (range sliders, input fields, image blocks, labels) designed for programmatic assembly.
- • Developed lightweight animation systems for in-app Unity UI panels.
Institut Supérieur d'Informatique
Course Instructor
May 2020 – February 2022
- • Designed and taught courses in C# and Algorithms in both classroom and remote learning environments.
- • Created all course materials including lectures, assignments, and examinations.
- • Delivered remote instruction through Microsoft Teams during the COVID-19 pandemic while maintaining strong student engagement and outcomes.
Institut Supérieur d'Informatique
Freelance Technical Document Translator
February 2018 – October 2019
- • Translated technical course materials from French to English across a wide range of subjects.
- • Ensured accuracy, clarity, and terminological consistency in all translated material.
Skills
Programming Languages
C# (12+ years), JavaScript, HLSL / Compute Shaders, SQL (SQLite — schema design, WAL, concurrency patterns)
Software Development
Real-time systems architecture, Profiling-driven optimization and debugging, Runtime and memory-conscious engineering, Algorithmic complexity and data structures, Object pooling and staged initialization systems, Physics optimization for gameplay systems, Gameplay AI and pathfinding systems, Event-driven architecture, Database-backed state management and persistence, Open-source development (MIT-licensed public repositories)
Game Development
Unity (12+ years), Unity Profiler (CPU, GPU, memory, physics), Unity UI Toolkit, Gameplay systems engineering, Simulation-heavy gameplay architecture, Procedural and quasi-procedural systems, AI behavior systems, Runtime UI generation, Technical prototyping and iteration workflows
AI-Assisted Development
Cline (VSCode) as primary AI-assisted development workflow, Hands-on evaluation of Claude and Gemini across real engineering tasks, Model selection and cost-utility optimization based on task complexity and workflow efficiency, Strong traditional programming background established prior to AI-assisted development workflows
Tools & Technologies
Git / GitHub, Visual Studio / VSCode, Node.js / Yarn, SQLite, Discord API, Jira, Adobe Audition, Adobe Premiere, Adobe Illustrator, Microsoft Teams
Languages
English — fluent (spoken and written), French — fluent (spoken), basic (written)
Additional Strengths
Technical mentoring and instruction, Cross-disciplinary collaboration, Production problem-solving, Runtime debugging and issue diagnosis, Rapid prototyping balanced with production-focused optimization, Small-team technical leadership and coordination