About me

Hello !

My name is Olivier, and I am a junior game programmer with a strong focus on real-time rendering. After graduating with a Bachelor's degree in Games Programming, I gained my first professional experience as a Tools Programmer at Old Skull Games.

What interests me most is the mix of art, science, and technology behind visual creation, especially for interactive media.

While graphics programming is my main area of interest, I also thrive on every aspect of game development. I enjoy collaborating across disciplines, from art and design to audio and programming.

Olivier Pachoud
Experience

Tools Programmer at Old Skull Games

January 2026 to July 2026, Internship, Lyon (France)

During my internship as a Tools Programmer, I worked mainly in C# on internal tools and automation systems for Unity-based productions. My work focused on improving debugging workflows, supporting production needs, and integrating tools into existing pipelines.

This internship was my first real experience inside a professional game production environment, and helped me understand how internal tools can directly support development, testing, and everyday team workflows.

Autoplay System

Designed a system to automate gameplay scenarios by executing scripted sequences of cheat commands and simulated inputs.
Built a custom scripting format with a dedicated VS Code extension, and integrated it into TeamCity pipelines to automatically test builds.

In-game Bug Reporting Tool

Developed a cross-platform runtime tool to create Jira issue tickets directly from the game.
Automatically attached screenshots, logs, and save data for reproducible bug reports.

Command Console System

Implemented a cheat/debug console to execute gameplay commands at runtime (Unreal inspired).
Included auto-completion, command listing, and history for faster testing and debugging.

Production Support

Developed custom tools on demand for internal productions and adapted solutions to specific team needs.
Maintained and improved shared tool codebases to increase stability, usability, and long-term maintainability.

Education

Bachelor of Science in Games Programming | 2022 to 2025 at SAE-Institute, Geneva, Switzerland.

Throughout the program, I have acquired strong skills in C++, C#, Unity, Unreal Engine, OpenGL, and DirectX 11/12. The curriculum includes classical programming courses as well as specialized modules such as game engine architecture, physics simulation, assembly, performance optimization and profiling, computer graphics, computer networking (including rollback systems), and game design theory.

Swiss Federal Baccalaureate (High School) | 2019 to 2022 at Yverdon-les-Bains High School, Switzerland

I completed my Baccalaureate, with a specific focus on Economics and Law, and a complementary course in Computer Science. My final thesis was dedicated to programming my first video game using Python.
Graphics Programming

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).
Game and Engine Programming

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.
More about me
I'm a 23-year-old junior developer, both rigorous and optimistic. I enjoy working as part of a team and love learning about others’ roles and passions.
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 like going to the cinema, travelling, and swimming.
I also play the piano a bit in my spare time.
CV
Designed & Developed with Astro 🚀 | © 2026 Pachoud Olivier