AI & Automation Strategy | Architecture
Strategic Senior Technical Director with 17+ years of AAA leadership (Ubisoft, Bandai Namco, Tencent), specializing in scalable architecture and sovereign AI infrastructure. Expert in leveraging deep low-level engineering (C++, GPU optimization) to architect high-performance local LLM ecosystems ("No-Cloud") and autonomous agentic workflows. Proven track record of steering global multi-site engineering strategies, transforming technical bottlenecks into operational ROI, and securing data privacy for enterprise environments. A neuroatypical "System Thinker" (ADHD/HPI) applying lateral thinking to drive resilience and innovation within complex, high-pressure production pipelines.
Pragmatism.
My approach to hiring is built on detecting raw potential and genuine technical fit, not keyword-matching a résumé. For senior or lead roles, I look for people who can design architectures that hold up under production constraints, not clean-architecture theorists disconnected from the realities of the hardware. The technical interviews I run favor live problem-solving and the ability to justify hard trade-offs, such as choosing one algorithm over another to claw back milliseconds on the render thread. Internal communication matters just as much: a brilliant coder who can't document their decisions or collaborate with art teams is an operational risk I'm not willing to take.
Mentorship, to me, isn't about hand-holding, it's about building autonomy by instilling methodological rigor. I push junior and mid-level engineers to understand what's actually happening in memory and on the GPU, rather than blindly consuming ready-made engines and frameworks. My job is to teach them to anticipate production bottlenecks and to arrive at their own solutions before asking for validation. I act as a strategic guardrail: I let them make formative mistakes in controlled environments, while remaining accountable for the stability of the team's overall infrastructure.
My role isn't to micromanage individuals, but to design and maintain a technical and organizational environment where engineers can execute without friction. I remove systemic blockers so teams can focus on creating technical value, while staying accountable for long-term architectural coherence.
Three weeks before submitting a critical vertical-slice build to investors, a major change to the texture compression pipeline corrupted our memory management, causing systematic, random crashes on dev kits after about ten minutes of play. Under pressure, the technical team was getting bogged down in local, contradictory fixes that made the regression worse.
I immediately ordered a strict freeze on all code submissions unrelated to the issue, isolated a three-person systems crisis team in a dedicated room, and set up hourly check-ins based strictly on facts and memory dumps. Facing a CTO demanding someone to blame, I took full ownership of the blocker myself to shield the team from political pressure. By analyzing low-level page allocation behavior, I identified an invisible thread conflict in the rendering engine, shipped a workaround patch within 48 hours, and stabilized the build in time, without forcing destructive crunch onto the wider studio.
Projects: Assassin’s Creed (3, Unity, Odyssey, Valhalla, and DLCs), Rainbow Six Siege (+ DLCs), For Honor.
Project: Deus Ex: Human Revolution.
Developed a 38kb .exe with full weather effects and time of day.
Created 100% procedural photorealism/Physically Based Rendering (PBR) using GLSL.
Created own rendering engine in C# with OpenTK.
Developed a custom "no cloud" framework running locally using Llama 4, Docker, and OpenWebUI. Integrated AutoGen.
Early development of cross-platform UI menu under Unity.