Scroll down for practical details on what to expect from a session.
I'm a senior lead programmer with 15 years of industry experience, on AAA, III and small indie titles.
As you can tell from my credits below, I've been working on high-end 2D titles for over 12 years now, in various areas.
I've been working with Unity for 15 years (since v1.5!), as well as in-house C++ engines (including the fabled UbiArt engine of Rayman fame).
I can help with many topics:
- tools design & UX
- rendering architecture & performance, shader programming
- performance optimization
- many, many Unity tricks
- C# expert (20+ years, from before my gamedev days)
- ... a special love for big systems & architecture!
I particularly love leading scrappy inexperienced teams out of tedious and disorganized habits, and design pipelines to help them reach efficient and enjoyable workflows.
My credits include:
- Rayman Origins: gameplay
- Rayman Legends: gameplay
- Tetrobot & Co: tools, UI
- Seasons after Fall: tools, rendering, gameplay
- Ori and the Will of the Wisps: rendering, performance
- 11-11 Memories Retold: rendering, performance
- Wild: cinematic tools (Maya + in-house engine)
My LinkedIn profile
My MobyGames profile
As a free bonus :tada:, here's a presentation I gave of the pipeline we built for the indie game Seasons after Fall.
What to expect from a session & how to make the best of it
We can review some of your stuff (gameplay code, pipeline, design), discuss general architecture, or go in depth on a particular topic if you have something in mind... or just chat about career advice or whatever is relevant.
It's your session so you should be in the driver's seat; the more you prepare the more you'll get out of it. List of questions are welcome.
An hour can fly fast, especially for a first session where we need to get to know each other a little etc, so I recommend 2 hours sessions. But if you prefer 1 hour to get a feel of whether it's worth your while or not, it's perfectly fine as well.
When booking here, tell me a bit about yourself: background & education, gamedev experience if any, or general/programming experience, your goals, what you're looking for, etc.
After I've accepted the session you'll book a time slot on Calendly (bear with me as I don't always keep my availability up to date).
If you'll want me to look at something (prototype, code) that might take a while to download, send a link my way beforehand, like a github repo I can clone so we can look at code together (eg screenshare or VsCode live-share). For prototypes, itch.io is life!
For the session we'll have a call (preferably video so it's more human!), and screenshare if needed. I prefer Google Meet, then Discord, then Zoom.
BTW I'm always on the lookout for a good service that allows drawing on the screen; Slack is best but servers are private; Zoom is ok but limited to 40 minutes!
Lastly, I usually advise mentees to record the sessions, for example with OBS, so if we talk too fast you can come back to it later.