At Eaton, I work as a senior software developer on a software solution for simulating electrical networks. My role, however, is not as an electrical enginner, but as a software expert. I use my deep experience in tool development, API design, DevOps, and software best practices to elevate the standards of the development teams that I am supporting. In that sense, I play a kind of consultancy role, assisting each team depending on their specific needs. The benefits that I bring are largely human-centric; proactive communication, strategic planning of features and workflow changes, and “breaking silos”. I also use my affinity for technical writing to create extensive documentation that is used as a baseline for future improvements
I joined Moment Factory as a fully-fledged Unity Creative Developer. The role was simple: use my Unity skillset to create interactive experiences for the general public. We worked in highly multidisciplinary “strike teams” to deliver large-scale projects on short timelines - usually a few months. Working at MF is very fun, but it’s not for the faint of heart. As a creative developer, it is not unusual to be the sole person in charge for programming entire projects, while also being responsible for quality assurance, UX considerations, technical artistry, and making sure that the overall creative vision and brand is respected. The standards are very high, and the results - good or bad - are projected in public spaces all over the world.
During my time at Ubisoft Montreal, I primarily worked on runtime inverse kinematics technology as a junior animation programmer. Our solution was born in production and productized at the Ubisoft Technology Group (TG). It was then integrated in different engine pipelines at the studio, and used on projects such as Avatar: Frontiers of Pandora, Assassin’s Creed Valhalla, and Star Wars Outlaws. I also worked on an abstraction layer for using digital content creation (DCC) tools. This API was used to create multiplatform tools targetting different DCCs such as the Autodesk suite - 3ds Max, MotionBuilder, Maya, and Blender. This is where I discovered my affinity for API design, documentation, and DevOps. This role was my first professional experience. Ubisoft is where I spent my junior years, learning from seasoned game developers while trying my best to make palatable code and tools.