Guillaume Desquesnes is a software engineer with 13 years of experience and a PhD in artificial intelligence focused on distributed Markov Decision Processes for predictive management of shared water resources under climate uncertainty. He bridges research and engineering, having implemented scalable, distributed optimization models during his thesis and then applied practical software development in R&D and industry roles. An active open-source contributor, he has improved cross-platform tooling and language internals—such as enhancements to the Haxe game engine and fixes/features in the Haxe compiler—demonstrating both full-stack and backend craftsmanship. Based in Caen, Normandy, he combines rigorous academic training with hands-on coding at ELDIM and prior R&D leadership at Nomadia. He brings a rare mix of domain expertise in environmental decision systems and practical experience shipping robust, multi-platform software.
12 years of coding experience
6 years of employment as a software developer
Master's degree, Computer Science, Master's degree, Computer Science at Université de Caen Normandie
Doctor of Philosophy - PhD, Computer Science, Doctor of Philosophy - PhD, Computer Science at IMT Lille Douai
Contributions:6 commits, 7 PRs, 23 comments in 2 years 6 months
Contributions summary:Guillaume primarily contributed to fixing bugs and implementing features within the Haxe codebase. Their work includes correcting typos, addressing issues in JSON parsing, and modifying the compiler's behavior related to property combinations. Furthermore, they added a key-value iterator to the Array class and made related changes across multiple platforms. These contributions reflect a focus on improving the language's functionality and stability.
Cross-platform desktop, mobile, and WebGL game engine, based on FlashPunk
Role in this project:
Full-stack Developer
Contributions:9 commits in 5 months
Contributions summary:Guillaume primarily focused on enhancing the `haxepunk/haxepunk` game engine by adding and modifying features related to tilemap and grid functionalities. They implemented methods to load tile data from 2D arrays and strings. In addition to that, they made changes to allow tileset spacing and other minor bug fixes. Also, they added support for the middle and right mouse buttons, as well as a cloning function for grids.
webglhaxepunkwebgl-game2d-game-engineopenfl
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Guillaume Desquesnes - Ingénieur Logiciel at ELDIM