Full-Stack & Performance Engineer
Solo developer of Hard Chip an 8-bit processor simulation game on Steam
// about
I'm a Montreal-based developer with roughly twenty years of professional engineering experience. I've worked at companies like Toon Boom Animation, Nventive, Orckestra, and Gsoft leading architectural initiatives like a full monolith-to-microservices migration and I now split my time between my indie game Hard Chip and freelance consulting on backend modernization and IT infrastructure.
I work primarily in C# / .NET and HLSL (High Level Shader Language), combining distributed systems experience with real-time graphics and simulation work. That mix is rare, and it's what made building Hard Chip possible as a solo creator.
The earlier years anchored me in enterprise .NET and distributed systems (Orckestra, Nventive, Gsoft), while Toon Boom and a long thread of personal projects kept me close to graphics, simulation, and tools used by creative professionals. Hard Chip is where those two halves finally meet.
Planned and led a monolith to microservices transition at Gsoft, establishing a foundation the team continued building on for years.
Designed, built, and launched Hard Chip as a one-person studio: game engine, digital logic simulation, HLSL (High Level Shader Language) rendering, five backend microservices, Docker infrastructure, Steam and itch.io distribution all of it.
Deep experience profiling and tuning .NET systems under production load, and HLSL shader pipelines in real-time rendering contexts.
Available for freelance engagements focused on modernizing legacy code and IT infrastructure. Based in Montreal, working remotely.
Solution-driven with a true growth mindset — a stellar teammate. Skillfully planned and led our architecture shift from monolith to microservices.David
One of the best developers at GSOFT. His innovation and continuous improvement mindset, coupled with his capacity to absorb information, make him a standout.Lorent
// current project
A 3D simulation and puzzle game about engineering an 8-bit processor from the ground up — starting from individual NAND (Not-AND) and NOR (Not-OR) gates, building toward registers, ALUs (Arithmetic Logic Units), and a working CPU (Central Processing Unit). No abstraction hand-holding.
Technically uncompromising: real digital logic simulation, custom 3D rendering with HLSL shaders, and a full UI (User Interface) layer all shipped solo. It's a love letter to computer architecture and the kind of game only an engineer would make.
// screenshots
// built with the full stack
Hard Chip is a solo project that is not small by any measure. A 25-project solution, five backend microservices deployed as Docker containers on Linux, a custom build and packaging pipeline, and every layer implemented by one person.
// engineering track record
// beyond the day job
Hard Chip didn't appear from nothing. It sits at the end of two decades of game prototypes, engine tinkering, and getting hands dirty with hardware. A short selection:
Assembled a programmable 8-bit computer on breadboards from Ben Eater's design. One of the many inspirations for Hard Chip.
NetStorm (3D tower defense in C# on the Brume engine), Towers Grid War (2D tower defense in XNA for Xbox), M100-1 (browser strategy game), IXFramework (homemade XNA framework), Kinect World (voxel world driven by Kinect input).
Spoke at MSDEVMTL (2012) on Kinect and its possibilities. Taught .NET courses at Supinfo (2010). Competed in Imagine Cup 2009 in the AI (Artificial Intelligence) category with Robot Sumo and Mars Rover entries.
XNA, Irrlicht, SDL, Unreal Engine, UDK (Unreal Development Kit), Brume, RedDwarf / DarkStar, VRML. Most of what I learned about real-time rendering started here.
// connect
Freelance inquiries, collaborations, or just a conversation about logic gates and .NET performance I'm reachable through any of these.