Summary
Frédéric Joanis is a principal software architect and co-founder based in Montreal with 12 years of experience designing high-performance game engines, tools and observability systems for AAA titles like Tomb Raider, Rise of the Tomb Raider and Shadow of the Tomb Raider. He blends deep systems programming in C++/Rust with leadership chops gained running 50+ person tech organizations and founding startups, consistently turning complex technical visions into shipped games and studio-wide infrastructure. At Haven Studios he built a real-time in-engine telemetry pipeline and production KPI warehouse, and at Eidos-Montréal he led engine, tools and optimization efforts that enabled 60 FPS performance modes and large on-screen NPC counts. Comfortable across consoles and PC, he has hands-on experience with engine integration, build systems, streaming/packaging and animation compression that solved real production bottlenecks. Known for pragmatic tooling and cross-discipline collaboration, he often steps into interim producer or director roles to keep large projects on track. His uncommon combination of low-level optimization expertise and studio-scale architectural leadership makes him effective at both shipping code and shaping long-term technical strategy.
12 years of coding experience
12 years of employment as a software developer
Bac, Génie Logiciel, Bac, Génie Logiciel at École de technologie supérieure
Technique, Informatique de gestion, Technique, Informatique de gestion at Cégep Montmorency