AI & Automation Strategy | Architecture
Strategic Senior Technical Director with 17+ years of AAA leadership (Ubisoft, Eidos, 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.
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.