About Théo
French
Native or bilingual
English
Fluent
Japanese
Conversational
Experience
- xCuraVirtual Reality Software EngineerHEALTH AND WELLNESSJune 2024 - July 2024 (1 month)Fukuoka, JapanxCura is a Japanese startup aiming to reduce pain and anxiety in patients using virtual reality experiences.During my contract at xCura, I developed a prototype VR application to help patients with partial paralysis of their hands and/or arms perform rehabilitation exercises.
- REALCASTXR Software EngineerVIDEO GAMES AND ANIMATIONJune 2020 - January 2023 (2 years and 7 months)Paris, FranceRealcast is a French startup creating mixed reality cultural experiences and more recently VR video games.I participated in the development of Just Hoops, a VR basketball video game for Meta Quest, Pico, and SteamVR. I worked with a team of 5 developers, an integrator/level designer, an FX artist, a 3D modeler, and a game designer.Here are the key tasks I accomplished:● I integrated third-party solutions for matchmaking and analytics. I also researched and integrated a physics-based animation solution controllable by hand tracking.● I participated in the creation of the main game loop (start of game, ball throw, scoring, end of game, etc.) as well as the player progression saving system.● I developed tools to make the level creation and testing process more efficient.● I implemented a multi-platform build pipeline for Just Hoops to reduce human errors, save time, and reduce stress when deploying game updates.● I supervised some interns and ensured they understood the environment they were working in and how to complete their tasks.
- Ubisoft MontpellierJunior Tools DeveloperVIDEO GAMES AND ANIMATIONOctober 2018 - October 2019 (1 year)Montpellier, FranceUbisoft is a world leader in video games, developing AAA titles every year.I held the position of junior tools developer in the team responsible for creating the cinematics for most Ubisoft games; I was specifically assigned to Ghost Recon: Breakpoint. This team of over 50 people was mainly composed of animators, some FX artists and sound designers, a compositing team, and two developers.The tasks I worked on:● I rewrote a tool in the game engine for exporting render passes. The original tool lacked determinism, sometimes took too long, or did not export passes correctly.● I developed a tool to allow animators to launch cinematics with a few clicks from the game engine. Thanks to this new tool, the team was able to gain speed and work comfort, as the existing solution for launching cinematics required many clicks and several waiting times before the cinematic could start.
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Education
- Master's degree in 3D engineering and video games, Computer programmingESGI2018Master's degree in 3D engineering and video games, Computer programming
- Bachelor of ScienceIUT d'Aix Marseille2015Bachelor of Science in digital imaging, Computer programming