Matthieu Vincent
3D Programmer at Ubisoft- Claim this Profile
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French Native or bilingual proficiency
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English Professional working proficiency
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Spanish Limited working proficiency
Topline Score
Bio
Jeremy Virga
Matthieu was really a good trainee and, after that, an efficient co-worker. He is curious about all topics of a game engine development, especially graphics programming. He is rigorous and always involved in his tasks, and was always able to anticipate potential problems and discuss solutions. Moreover working with him was always a pleasure.
Jeremy Virga
Matthieu was really a good trainee and, after that, an efficient co-worker. He is curious about all topics of a game engine development, especially graphics programming. He is rigorous and always involved in his tasks, and was always able to anticipate potential problems and discuss solutions. Moreover working with him was always a pleasure.
Jeremy Virga
Matthieu was really a good trainee and, after that, an efficient co-worker. He is curious about all topics of a game engine development, especially graphics programming. He is rigorous and always involved in his tasks, and was always able to anticipate potential problems and discuss solutions. Moreover working with him was always a pleasure.
Jeremy Virga
Matthieu was really a good trainee and, after that, an efficient co-worker. He is curious about all topics of a game engine development, especially graphics programming. He is rigorous and always involved in his tasks, and was always able to anticipate potential problems and discuss solutions. Moreover working with him was always a pleasure.
Experience
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Ubisoft
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France
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Computer Games
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700 & Above Employee
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3D Programmer
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Nov 2011 - Present
Assassin's Creed Odyssey Assassin's Creed Origins, 9 months: * Improving and maintaining in-house engine for PS4 and Xbox Dx12 * Implementing optimization on transparency and LCM recomputing * Help on Dx12 port Assassin's Creed Syndicate, 1 year: * I worked the last year before shipping the game on PS4 and Xbox One. * Getting more familiar to a PBR pipeline using GPU culling and most of the recent graphic improvements * Optimize and support the game engine for running it in good shape. * Support the artists team with many problems related to closing a game. * Local cube-maps improvement (for relighting them) Assassin's Creed Rogue, 9 months: Support and optimization on the Assassin's Creed engine for PS3/Xbox 360 with a tech team in Sofia (Bulgaria): * CPU optimization on culling, skinning... * Production team support and debugging Might&Magic - Dual of Champions, 3 months: * Port of the game for PS3 and Xbox 360 * Memory management * Optimization for consoles: in-order operations... Ubisoft's internal engine, 2 years: * Working on the graphic part of a multiplatform internal engine: development and maintain the graphic architecture. Strong link with client production teams. - Shadow implementation: Dual-Paraboloid Shadow Map - Low and high level refactorization in order to implement a graphic thread - Static lighting integration: custom one with 3DS Max, Beast (lightmaps and light probes) * Target platforms: Android, iOS and PC for edition (Dx9 and Dx11), also ported on WiiU, PS3 and Xbox. * Client support: - WatchDogs companion App: one month mission before the E3 demo, can seen it on Youtube https://www.youtube.com/watch?v=rYr3D8H72fw&t=5m36s - Assassin's Creed 4: Black Flag companion: graphics support for several tasks https://play.google.com/store/apps/details?id=com.ubisoft.assassin.blackflag - Sport Connection (WiiU): static batching Show less
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Krysalide
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Computer Games
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Graphics programmer
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Oct 2009 - Jun 2011
Graphic engine development in collaboration with Eden Games (PC, Mac, PS3) in the R&D Tech team. OpenGL, DirectX10, PS3 I mainly worked on the following topics: - OpenGL and the graphic part of Mac implementation (low-level & shaders system), - Render targets manager and low-level implementation, - Facegen middleware integration (image filtering using Simd), - Resource update during runtime, ... Graphic engine development in collaboration with Eden Games (PC, Mac, PS3) in the R&D Tech team. OpenGL, DirectX10, PS3 I mainly worked on the following topics: - OpenGL and the graphic part of Mac implementation (low-level & shaders system), - Render targets manager and low-level implementation, - Facegen middleware integration (image filtering using Simd), - Resource update during runtime, ...
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Eden Games
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France
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Computer Games
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1 - 100 Employee
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Rendering engine integration (traning period)
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Mar 2009 - Sep 2009
Integration of Sony's PhyreEngine for the render in the internal 3D engine. Knowledge of two very different engines to made them interact. Low-level implementation (from geometry to shader...). Integration of Sony's PhyreEngine for the render in the internal 3D engine. Knowledge of two very different engines to made them interact. Low-level implementation (from geometry to shader...).
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Education
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Université de Bourgogne
Master, Computer science