Flavien Normand is a seasoned software engineer and founder with a decade of experience building backend systems and frontend architectures, now serving as Président of Teamcraft Studios while also working as a senior developer at Lucca. He combines hands-on C++ server development—contributing significant game-mechanics and network packet handling to the open-source Final Fantasy XIV emulator Sapphire—with deep Angular and infrastructure expertise from roles leading migrations, CI, and E2E testing. Based in Nantes, he has a track record of translating complex game and enterprise requirements into robust, maintainable systems and developer tooling. His work focuses on saving users time—whether through game automation tools or streamlined developer workflows—and he often bridges the gap between product needs and low-level protocol details. Colleagues value his mix of practical leadership, mentorship in frontend best practices, and ability to operate across full-stack boundaries.
10 years of coding experience
5 years of employment as a software developer
Titre Concepteur Développeur en Projet Numériques Programmation / développeur informatique général, Titre Concepteur Développeur en Projet Numériques Programmation / développeur informatique général at IMIE
Titre Niveau I Expert en Informatique et Systèmes d'Information Ingénierie informatique, Titre Niveau I Expert en Informatique et Systèmes d'Information Ingénierie informatique at EPSI Nantes
A Final Fantasy XIV 4.0+ Server Emulator written in C++
Role in this project:
Back-end Developer
Contributions:28 commits, 12 PRs, 3 comments in 7 months
Contributions summary:Flavien primarily contributes to the server-side logic of the Final Fantasy XIV emulator. They are responsible for implementing various game mechanics related to item management, including saddlebags and trade inventories. The user also adds functionality to handle specific actor control packets related to desynthesis, aetherial reduction, and crafting events, enhancing the emulator's ability to process game events. Furthermore, they update and fix existing packet definitions within the network layer.
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