Yacine B.

Graphics Programmer at Arkane Studios
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Location
France, FR
Languages
  • Anglais -
  • Espagnol -

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Christophe Champlong

Yacine is a talented graphic programmer easy to work with. Always looking for the latest rendering news and technologies to enhance his knowledge. He contributes to the pushing of our games rendering boundaries and keeps making the most out of the Unity3D engine. His perfect knowledge in mathematics allows him to take action in many fields, and has for instance greatly helped our Game Designers developing our matchmaking system.

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Experience

    • France
    • Computer Games
    • 200 - 300 Employee
    • Graphics Programmer
      • Feb 2019 - Present
    • France
    • Computer Games
    • 1 - 100 Employee
      • Dec 2017 - Jan 2019

      As a Lead Graphics Programmer I was in charge of the team developing the graphics engine for Gear Club Unlimited 2.

      • Jan 2014 - Dec 2017

      - Gear.Club Unlimited (Switch) Improve the graphics engine of Gear.Club with the capabilities of the Nintendo Switch : - Add various post effects : Color Grading, Vignetting, Radial Blur, Eye Adaptation,... - Improve lighting - Improve reflection and shadows- Gear.Club (iOS, Android, AppleTV)As I was the principal and only graphics programmer of the team, I worked on many topics including : - Writing hundred of shaders for the whole game - Implementing realistic car paint shader - Implementing optimized real-time reflection and shadow map running on mobile platform - Vegetation : development of an algorithm that sort and merge vegetation with very low CPU overhead. Can handle thousand of leaves on low-end mobile devices - Creating Post Effects extensible pipeline that allow us to have bloom, antialiasing, lens flare, light shaft, color grading... - R&D on Physically based rendering and simulated HDR for mobileWorking on mobile implies very low CPU and GPU capabilities compared to modern console and PC but higher resolution such as Retina and more. All algorithms must be cleverly optimized to reach the graphics quality that we are targeting. Show less

    • France
    • Software Development
    • 1 - 100 Employee
    • Graphics programmer
      • Nov 2012 - Dec 2013

      Graphics engine development for planetarium solutions. I worked on these specific topics : - Improve and debug existing 3D features - Create a scientifically correct representation of the earth magnetosphere - Work on Saturn rings with seamless transition between scales I also did R&D on a voxels representation of a galaxy using GigaVoxels and CUDA - Procedural generation of stars based on matter distribution - Implementation of Airy disk and point spread function based on star properties Show less

    • Trainee Engine/Tools Engineer
      • Feb 2012 - Aug 2012

      I worked mainly on the FX Engine rework of in-house Eden's game engine : - Merge and clean of existing architectures - Add many effects on particles : burst list, oriented particles, emissing shapes, gravity, ... - Allow binding of FX on specific physics event - Optimize engine using SIMD and smart sorting algorithm : divide by 5 the CPU update time. - Create edition tools for artists I also worked on vehicle dynamics : - Implement hand brake physics - Create specific vehicle behaviour around speed bump Show less

    • Belgium
    • Spectator Sports
    • 1 - 100 Employee
    • Trainee Serious Game Creation
      • Jun 2011 - Aug 2011

      Creation of a serious game for an association promoting fair trade. Made with C++, Irrlicht, OpenGL, 3dsMax,... Creation of a serious game for an association promoting fair trade. Made with C++, Irrlicht, OpenGL, 3dsMax,...

Education

  • Ecole Nationale Supérieure d'Informatique et de Mathématiques Appliquées de Grenoble / ENSIMAG
    Ingénieur En Informatique Et Mathématiques Appliquées, Image Réalité Virtuelle Multimédia
    2009 - 2012
  • IUT Lyon 1
    Diplôme universitaire technologique (DUT), Informatique
    2007 - 2009

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