Clement Landrin is a Technical Artist with nine years of experience specializing in real-time rendering for video games, currently at Motion Twin after leading graphics programming at Shiro Games. He has shipped features across preproduction to live operations, contributing rendering systems like decals, parallax, new light types and cascade shadow maps while improving stability and memory use in engine lighting. Trained as an engineer at Telecom ParisTech, he blends low-level C++/engine work with practical artist-driven solutions, having worked on ambitious projects including Beyond Good and Evil 2. An active contributor to the Haxe Heaps game framework, he focuses on bug fixes and rendering pipeline optimizations that prevent driver crashes and reduce leaks — evidence of a pragmatic, reliability-first approach to graphics engineering.
8 years of coding experience
7 years of employment as a software developer
Classe préparatoire aux grandes écoles PCSI/PC*, Physics / Maths / Chemistry, Classe préparatoire aux grandes écoles PCSI/PC*, Physics / Maths / Chemistry at Lycée Paul Cezanne
Contributions:3 reviews, 12 commits, 8 PRs in 1 year 6 months
Contributions summary:Clement primarily focused on fixing bugs and improving the stability of the game framework's lighting system. They addressed driver crashes related to light buffer access, memory leaks, and null pointer exceptions. Their work also involved refactoring the light sorting process and optimizing shadow map implementations within the rendering pipeline. Further contributions included implementing the cascade shadow map.
Contributions:73 commits, 66 pushes, 2 branches in 1 year
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