Summary
Alexis Matte is a Senior Tools Programmer with 10+ years building artist-focused tooling and import pipelines for major engines, currently shaping Interchange and skeletal mesh workflows at Epic Games. His background spans game studios and tooling vendors—Autodesk, Unity, Ubisoft and Toon Boom—where he delivered integration between DCCs and engines, non-linear editing systems, and cloud asset pipelines. He excels at creating editors, production pipelines and visual systems that remove friction for artists and production teams, often shipping features that bridge Maya/FBX workflows into real-time engines. As a co-founder of a UE4 tools studio he built full-scene FBX import/reimport tools and viewport inspection utilities, showing both product sense and deep engine-level skills. Known for pragmatic problem solving, he combines long-term systems thinking with hands-on coding in C++/engine toolchains to help artists exceed expectations. Based in Saint-Hyacinthe, Quebec, he brings rare cross-domain experience from flight simulators to game pipelines that informs robust, artist-friendly tool design.
10 years of coding experience
23 years of employment as a software developer
ingenieur logiciel, ingenieur logiciel at Polytechnique Montréal
English, French