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Portrait

Gwen Lg

Craftmanship programmeur

Presentation

I worked for 13 years in a video game studio (Arkane-studios) CV. Today I work on free software or opensource code.

My objective is to contribute to durable, maintainable, well-structured code as well as programs useful for users and providing services.

I consider computing as a tool, which as such is only of interest if it provides something: features, ease of tasks and automations. Having a global approach on projects, I pay attention to interactions between their different parts and technologies.

I offer my services as a Rust and/or free software programmer. I can also work with C/C++ language.

Technologies

Languages

Framework

Crates Rust

C++ framework

Tools

Resume

Break/Independent 2020 - now:

Rust

I learn Rust with self-training (completed with a 4-day training). I explore the Rust ecosystem, participate in open-source projects like Puffin and explore the possibilities provided by the language through experimental projects and/or more functional.

In this context, I created and I maintain the crates:

subtile and subtile-ocr are part of the resumption of the previous project which was no longer maintained.

Arkane Studios 2007-2020:

Orchestrator Sequencer V1 (Dishonored 1)

During the development of Dishonored 1, I mainly worked on extending the Matinee tool of Unreal Engine 3, to transform it into an Orchestrator Sequencer.

This work allowed us to use this system during the gameplay phases, it plays in-game cinematics on NPCs while the player goes on progressing in the game. Rather than working as an alternative to gameplay, it works cooperatively (Ex : rather than directly moving around an NPC, the system could ask the NPC to go to a given point and the locomotion made him move). The system was even used to control the player when the narrative required it, especially during levels intros where the camera is animated before its control returns to the player.

Editing was done with keys placed on a timeline, similarly to a video editing software.

Orchestrator Sequencer V2 (Dishonored 2)

For the development of Dishonored 2, I mainly redeveloped the Orchestration sequencer system. Relying on the experience of Dishonored 1, the system has been redeveloped from scratch (as part of the transition to the Void Engine) and extended in terms of functionalities and use cases.
In addition to being used to create and play the narrative cutscenes, this system was used for scripting Level Design as well as gameplay.

Note: The Void Engine is based on an id Tech 5 base which has been heavily modified (ECS, Render, Logic Script, Orchestrator Sequencer).

Publisher Command System

As part of the redesign of entire sections of the Void Engine editor, I worked on setting up a system to isolate the processing code from the interface code, and manage its processing in a generic way. This system was put in place to :

Technology watch :

Parallel to my work at Arkane, I followed the news of the open source universe, especially around Linux. I was particularly interested in Git and Rust which I did not have the opportunity to use in my work. I quickly identified perks and benefits of those two technologies.

Wood

I also craft various wooden objects for me or on request. Woodworking can be completed with laser engraving, colored oiling or LED light. For example, I have made lampshades, night lights for children, wall lights, planters, arcade sticks.