AI, automation and engine architecture
I've spent 17+ years on AAA games at Ubisoft, Eidos, Tencent and Bandai Namco, starting as a technical designer and ending up as senior technical director. My background is low-level: C++, memory, GPU optimization. Today I also use it to build local LLM setups (no cloud) and agent workflows that a team can run day to day. I've led engineering spread over several sites and countries, and I'm at my best when a production is stuck on a hard technical problem. I have ADHD and I'm gifted (HPI). I think in systems, and it shows in the way I debug.
Pragmatism.
When I hire, I look for potential and a real technical fit, not keywords on a résumé. For senior and lead roles, I want people who can design an architecture that survives production, not people who know clean-architecture theory but have never had to fight the hardware. My technical interviews are mostly live problem-solving: I ask candidates to defend a hard trade-off, like picking one algorithm over another to win back a few milliseconds on the render thread. Communication counts as much as code. A brilliant programmer who can't document a decision or work with the art team will cost the project more than they bring.
I don't hand-hold. I try to make people autonomous by giving them a method. I push junior and mid-level engineers to understand what actually happens in memory and on the GPU, instead of trusting whatever engine or framework they were handed. I want them to see bottlenecks coming and to bring me a solution, not just a question. I let them make mistakes where mistakes are safe, and I stay responsible for keeping the team's infrastructure stable.
I don't micromanage. My job is to set up the technical and organizational environment so engineers can get on with their work. I remove the blockers that slow everyone down, and I answer for the architecture holding together over the long run.
Three weeks before we had to send a vertical-slice build to investors, a big change to the texture compression pipeline broke our memory management. Dev kits crashed at random after about ten minutes of play. The team was under pressure and kept pushing local fixes that contradicted each other, and the regression got worse.
I froze every code submission that wasn't about the bug. I put three systems people in a room of their own and ran a check-in every hour where we only talked about facts and memory dumps. The CTO wanted a name to blame, so I took the problem on myself and kept the team out of the politics. By looking at how memory pages were allocated, I found a thread conflict in the rendering engine that nobody had spotted. We had a workaround patch within 48 hours and the build was stable in time, without pushing the rest of the studio into crunch.
Projects: Assassin's Creed (III, Unity, Odyssey, Valhalla and DLCs), Rainbow Six Siege (+ DLCs), For Honor.
Project: Deus Ex: Human Revolution.
A 38 KB executable with full weather effects and a day/night cycle.
Photorealistic, physically based (PBR) scenes in GLSL, fully procedural.
My own rendering engine, written in C# with OpenTK.
A local, no-cloud LLM setup built on Llama 4, Docker and OpenWebUI, with AutoGen on top.
Early work on a cross-platform UI menu system in Unity.