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  • ArtFX Montpellie
  • Montpellier, France · Open to relocation
  • 14:38 (UTC +01:00)
  • LinkedIn in/julien-soum-dev

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IjulienI/README.md

Julien Soum

Tool Programmer · Unreal Engine 5 · C++

I build editor tools that let designers create, test and iterate without waiting on a programmer.

Watch my demoreel LinkedIn Email

Open to work

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.

What I've built

WireKit

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.

Details panel customization Editor visualizers Plugin

ActionSystem

ActionSystem Reusable, configurable actions stacked on any actor and set up inline. Prototyping a level sequence takes seconds, with no Blueprint graph to open.

Instanced UObjects Data-driven Plugin

Fork It Up!

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.

Team of 16 Shipped Gameplay

ArtFX Game Engine

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.

C++20 OpenGL Physics

What I bring to a team

  • 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.

Stack

C++20 Unreal Engine 5 Slate / UMG Blueprints Perforce Git

🧵 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")).

Pinned Loading

  1. WireKit WireKit Public

    Source-style Inputs/Outputs system for Unreal Engine 5

    C++

  2. ActionSystem ActionSystem Public

    Designer-friendly, data-driven actions system for Unreal Engine 5. Set up gameplay logic from the Details panel.

    C++

  3. Mathys-Hymon/WS-Vehicle-ArtFX Mathys-Hymon/WS-Vehicle-ArtFX Public

    2

  4. ArtFX_GameEngine ArtFX_GameEngine Public

    3D game engine built from scratch in C++ and OpenGL. Custom rigid body physics (SAT, contact manifolds, impulse solver), tessellation shaders and an Actor-Component architecture.

    C++

  5. LoomEngine LoomEngine Public

    Modular C++20 game engine with a separate editor and runtime. CMake build, SDL3 platform layer and Tracy profiling built in from day one.

    CMake