Corentin Couderc is a gameplay and systems programmer with 9 years’ experience building AI, ECS and rule engines for AAA and tactical RPGs from Lyon. An engineering graduate from CPE Lyon, he combines low-level C++ engine work (including a custom rules engine linked to Unreal) with AI and behaviour-tree systems for titles like MXGP 2024 and Crown Wars. He has a track record of mentoring juniors and shipping gameplay features—from passive trait systems and boss mechanics to spontaneous dialogue systems—while optimizing simulation libraries for performance. Early R&D experience at Bosch and projects in CUDA/Python and shader work under Unity give him a strong foundation in graphics, embedded vision and tooling. Colleagues rely on him to translate complex game design into robust, data-driven systems that scale across productions.
Contributions:4 PRs, 15 pushes, 2 branches in 1 year 10 months
javaschool-project
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