Tool Programmer · Unreal Engine 5 · C++
I build editor tools that let designers create, test and iterate without waiting on a programmer.
5th-year Game Programming student at ArtFX Montpellier. On every team project, I end up as the bridge between code and design: I turn what designers need into tools that explain themselves, stay visible in the level, and feel native to Unreal.
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WireKit Source Engine-style Inputs / Outputs for Unreal. Designers wire actors together from the Details panel, and the connections are drawn live in the viewport.
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ActionSystem Reusable, configurable actions stacked on any actor and set up inline. Prototyping a level sequence takes seconds, with no Blueprint graph to open.
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Fork It Up! Arcade forklift game shipped on itch.io, built by a team of 16. I owned the vehicle: game feel exposed to designers through Data Assets, boost, audio and VFX, and an anti-stuck system that returns the player to their last safe position.
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ArtFX Game Engine A 3D engine written from scratch: rigid body physics with SAT collisions and an impulse solver, an OpenGL renderer with tessellation, and a playable bowling game.
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- Tools designers actually use. I design around the people using them: clear names, sensible defaults, errors that explain themselves.
- Engine knowledge under the hood. Writing my own physics and renderer taught me what Unreal does for me, and where to look when it doesn't.
- Production habits. Perforce and Git on team projects, and plugins built to compile on every engine version from 5.4 onward.
🧵 Currently building LoomEngine, a modular C++20 engine, in my free time.
Powered by ☕, late-night builds, and an unhealthy fondness for
UE_LOG(LogTemp, Warning, TEXT("why")).






