Alexandre Rabérin is an Associate Tech Lead specializing in tools development with 12 years of experience building and guiding frameworks used in AAA game technology at Ubisoft, notably on the Voyager stack supporting Beyond Good and Evil 2. Trained as a computer engineer, he combines strong desktop and systems programming skills (C#, WPF, C++, Java) with formal software design practices like UML and a habit of shipping robust tooling built on PRISM and Telerik. His background spans R&D and cloud gaming APIs to evolutionary algorithms for autonomous robotics, reflecting a blend of academic research and production-grade engineering. Known for owning toolchains end-to-end, he has progressed from intern to technical lead within the same large studio, demonstrating deep domain knowledge and team impact. Based in the Montpellier area, he favors projects at the intersection of software engineering and video games and often tackles serialization, node editors and editor UX challenges that sit behind smooth game production workflows. An interesting facet of his profile is early published research on swarm robotics and NSGA-II, showing a long-standing interest in algorithmic problem-solving beyond typical tools programming.
12 years of coding experience
7 years of employment as a software developer
DUT Computer Science & Digital Imaging, Programmation and 3D Infography, DUT Computer Science & Digital Imaging, Programmation and 3D Infography at IUT Imagerie Le Puy en Velay
Computer engineer diploma, IT engineer, Computer engineer diploma, IT engineer at ISIMA - Higher Institute of Computer Science, Modeling and Applications
GraphShape is a graph layout framework containing several layout algorithms. It also has a customizable module for visualization in WPF applications.
Contributions:7 releases, 198 commits, 5 PRs in 3 years 5 months
dotnetlayout-algorithmslayoutcustomizablecsharp
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