I'm a 23 years old passionate programmer and video game enthusiast, currently at 42 school in Lyon, France. I'm currently learning video game development and low level programming through many different projects, ranging from game engines, video games, text editors and programming languages. This journey started over 10 years ago when I got my first computer, and started making 2d games using Game Maker. Although my GitHub profile does not really reflect this, I've since used many different engines such as Unity, Unreal Engine, MonoGame and even worked on game engines myself. I'm also interested in programming languages and operating systems, and I've been part of the Jai programming language closed beta since the end of 2020.
Since March 2024, ending July 2025 I've been working as an engine, tools and graphics programmer on an unnanounced game at
Fomenko. I have implemented various rendering techniques such as cascading shadow maps, SSAO, as well as various game and graphics systems like a material system, a graphics abstraction API, a UI framework, and tools for the artist in the team.
This game is made from scratch in Jai.
This experience has been the opportunity for me to continue learning about graphics programming professionally and work in a team of 3 people
(as well as write a blog post about graphics abstractions!).
This is a 42 school project I am currently working on where the goal is to make a voxel rendering engine with procedural terrain generation in C++.
Since I've worked on this kind of project before I've decided to go a little further by implementing advanced rendering techniques and by supporting OpenGL and Metal, then eventually Vulkan.
Check it out on Github!
Cubed is a video game project that I started in 2023.
The goal was to produce a high quality, polished and playable Minecraft clone, featuring complex world generation,
high quality rendering, animations, monsters and multiplayer. This project is discontinued as I have started working on other things.
Check it out on Github!
Here's what is featured in Cubed as of now:
In May 2022, the developper of the Jai programming language was looking for example programs to show off the language, so I started working on skeletal-animation.
This program loads a desired 3d mesh and animation, and plays it back on the screen, allowing the user to freely move the camera around it and tweak certain parameters via a user interface.
It features a custom Blender exporter for skinned meshes and animations in a text based format.
I used this exporter code later for Cubed, extending and modifying it to export in binary format.
The animations featured in the program were hand-made by me, as well as the 3d mesh.
Check it out on GitHub!
As the name suggests, this project is a programming language project.
The goal is to learn the inner workings of a tool I use everyday: a programming language compiler!
The compiler currently parses, typechecks, and generates an intermediate SSA form representation for a simple imperative programming language.
This intermediate representation is either compiled then interpreter as bytecode, or used to generate a very similar QBE IR code to output machine code.
Ultimately the goal is to write our own optimizing backend for x86_64 and ARM64 CPUs.
The design of the language resembles C, with safety features and defaults such as array bounds check and automatic initialization.
When the basics are nailed down, I will involve more time and effort into language design.