
Passionate about real-time rendering technologies, I am looking to put my technical skills at the disposal of a team to create memorable interactive experiences.
Although I am focused on graphics programming, I also thrive on all aspects of game development.
Bachelor of Science in Games Programming
2022 to 2025 at SAE-Institute, Geneva, Switzerland
Swiss Federal Baccalaureate (High School)
2019 to 2022 at Yverdon High School, Yverdon-les-Bains, Switzerland
Bachelor's Project: DXR Raytracing Rendering of Dynamic and Implicit Fluid
From March 2025 to July 2025 at SAE-Institute.
In my thesis and bachelor's project, I sought to answer the following question: ‘What are the challenges of representing a dynamic and implicit fluid in a raytracing pipeline with the DXR API?’
To do this, I implemented raymarching in a custom intersection shader and also implemented the Marching Cubes algorithm to create a dynamic mesh for DXR acceleration structure.
Ruby and The Lost Crystals: Unreal Engine 5 Team Game Project
From September 2024 to February 2025 at SAE-Institute.
During this group project, I had the following roles:
‘Project Co-leader, Lead Game Programmer, Graphics Programmer & Tech Artist.’
As Lead Programmer, I was responsible for making technical decisions, assigning and managing the programming team, and building the project's code architecture.
As Graphics Programmer and Tech Artist, I created a Cel-Shader following PBR rules in post-processing in Unreal to reinforce the stylised art direction of our game, and I did most of the VFX and visual feedback.
Pathtracer in CUDA
From June 2024 to August 2024 during my personal working time.
After reading and implementing the path tracer from the e-book ‘Raytracing in One Weekend’, I decided to reimplement it in CUDA and continue with the second book, ‘Raytracing the Next Week’.
My goal was to learn the math and algorithms behind photorealistic images while testing a new GPU technology.
OpenGL 3D scene in Deferred Shading and PBR.
From November 2023 to February 2024 at SAE-Institute.
During the computer graphics course module at SAE, we explored rasterization and implemented our own graphics engine in C++/OpenGL.
By the end, I was able to create a 3D scene from scratch using deferred shading with PBR and IBL shading.
Mini Minecraft clone in DirectX 11
During my personal working time in December 2023
During my winter holidays, I created a small procedural Minecraft world using Perlin noise with the DirectX 11 API. I also implemented a first-person player controller with collisions and forces.
This is my first concrete graphics project (I had already done some very basic programming in OpenGL).
Rollback Game
During April 2024 at SAE-Institute.
During the Computer Networks course module, I created an online multiplayer brawler game with an integrated rollback system.
In my opinion, this is the program with the best code architecture of all my projects.
2D Physics Engine
From October 2023 to November 2023 at SAE-Institute.
During the course module on physics and CPU architecture as well as optimisation in C++, I created a 2D physics engine from scratch, optimising it as best I could.
This is the most optimised project I have ever done.
My beginnings as a Game Programmer
From 2022 to 2023 at SAE-Insitute.
During the early stages of my studies, I created many games using C++ and Unity. The two games I am most proud of are listed below.
Penguin Card Master is a rogue-lite game that taught me how to code AI, pathfinding, procedural dungeon generation, and how to maintain a GDD.
Space Platformer is the game with the gameplay I am most proud of.
My favorite and most inspiring games are Super Mario Galaxy, Zelda: Breath of the Wild, and Xenoblade Chronicles 2.
I also have a strong interest in strategy and card games, especially Hearthstone and Slay the Spire.
Outside of video games, I'm passionate about cinema, travel, and swimming.
I also play a bit of piano in my spare time.