Clement Landrin

Technical Artist at Motion Twin

Bordeaux, Nouvelle-Aquitaine, France
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Summary

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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.
code8 years of coding experience
job7 years of employment as a software developer
bookClasse préparatoire aux grandes écoles PCSI/PC*, Physics / Maths / Chemistry, Classe préparatoire aux grandes écoles PCSI/PC*, Physics / Maths / Chemistry at Lycée Paul Cezanne
bookEngineer degree, Computer Science, Engineer degree, Computer Science at Telecom ParisTech
languagesJapanese, English, French
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Stackoverflow

Stats
1reputation
105reached
1answer
1question
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Github Skills (8)

haxe10
3d-graphics10
shadow-mapping10
game-development10
performance-optimization9
babylonjs6
reflection6
vertices6

Programming languages (4)

JavaCSSCHaxe

Github contributions (5)

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HeapsIO/heaps

Jun 2021 - Dec 2022

Heaps : Haxe Game Framework
Role in this project:
userBack-end Developer
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.
gamegamedevheapsgame-developmentgame-framework
clementlandrin/igr202

Dec 2018 - Dec 2019

Contributions:73 commits, 66 pushes, 2 branches in 1 year
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Clement Landrin - Technical Artist at Motion Twin