I'm a senior lead programmer with 12 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 10 years now, in various areas.
I've been working with Unity for 12 years (since v1.5!), as well as in-house C++ engines (the fabled UbiArt engine of Rayman fame).
I can help with many topics:
* gameplay
* tools design & UX
* rendering architecture & performance, shader programming
* performance optimization
* many, many Unity tricks
* C# expert (16+ 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.
As a free bonus :), here's a presentation I gave of the pipeline we built for the indie game Seasons after Fall: https://www.youtube.com/watch?v=bUGbXThraVM
My credits include:
* Rayman Origins: gameplay
* Rayman Origins: 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
https://www.linkedin.com/in/benoitfouletier/
https://www.mobygames.com/developer/sheet/view/developerId,498997/