Sylvain Praloix

Lead Programmer at Arkane Studios
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Contact Information
Location
Greater Lyon Area, FR
Languages
  • French Native or bilingual proficiency
  • English Full professional proficiency

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Experience

    • France
    • Computer Games
    • 200 - 300 Employee
    • Lead Programmer
      • Nov 2011 - Present

      My role here is to manage a talented team of gameplay programmers, mainly specialized into player control, UI, and game mechanics. We work very closely with game designers and level designers.The gameplay team is also technically responsible for most of the low level gameplay systems, such as component system, automatic binding to UI, cinematic tool, various LD tools, etc... we are not afraid to get our hands dirty in the depth of the engine.I continue to technically help here and there on hot topics while managing the team and providing tech advices.Shipped games:* Deathloop + Main achievement here is to build a multiplayer experience in a complex immersive sim game* Death of the Outsider * Dishonored 2 + Gameplay team here had a lot to do as we were building all the gameplay systems almost from scratch as we changed our engine to build the VoidEngine on top of idTech* Dishonored DLC "Dunwall City Trials"* Dishonored Show less

    • Gameplay Programmer
      • Feb 2009 - Nov 2011

      * Dishonored - Platforms: XBox360/PS3/PC - Engine: Unreal Engine 3 - Stuff I worked on : + NPC Animation system + Some AI behaviors + Crowd (based on unreal crowd system) + Optimizing the navmesh code* Multiplayer of an unannounced game - Platforms: XBox360/PS3/PC - Engine: Unreal Engine 3 - I did some Game modes and some multiplayer gameplay mechanics

    • Computer Games
    • 1 - 100 Employee
    • Software Engineer
      • Dec 2006 - Aug 2008

      Unshipped games: - "Totems" (PC, Xbox360) - "Urban Race" (PC) Worked on gameplay programming and tools for the in house engine/editor. I worked on in game camera, on the cinematic tool and various gameplay tasks with game designers and animators. Unshipped games: - "Totems" (PC, Xbox360) - "Urban Race" (PC) Worked on gameplay programming and tools for the in house engine/editor. I worked on in game camera, on the cinematic tool and various gameplay tasks with game designers and animators.

    • Gameplay Programmer
      • Dec 2004 - Nov 2006

      "Arthur and the invisibles" (PC/PS2/PSP) I made many of the gameplay mechanisms, and some tools in the in house game editor. "Arthur and the invisibles" (PC/PS2/PSP) I made many of the gameplay mechanisms, and some tools in the in house game editor.

    • Software Development
    • 1 - 100 Employee
    • C++ Programmer
      • Dec 2000 - Dec 2004

      I worked mostly on military projects, such as the inertial navigation unit of the Rafale Aircraft. My job was to develop software to make a check up of electronical device mounted on the Rafale and other military stuff. I worked mostly on military projects, such as the inertial navigation unit of the Rafale Aircraft. My job was to develop software to make a check up of electronical device mounted on the Rafale and other military stuff.

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