16 years of shipping.
Setting technical direction for gameplay systems on one of the world's largest live-service shooters. Leading engineering vision, cross-team alignment, and long-term technical strategy.
Eight years across three major open-world titles. Grew from AI engineer to team lead, driving gameplay systems and leading a team of engineers through full production cycles.
Behavioral AI for consumer humanoid robots in Paris. Designing systems that made machines feel alive. A detour that permanently shaped how I think about gameplay and character behavior.
Motion detection, interface and gameplay systems for one of the best-selling dance game franchises in the world.
Survival horror gameplay systems for the Wii U launch title. A small team, a cult game, and where it all began.