Julien Jorge

Codec Engineer at MediaKind

Nantes, Pays de la Loire, France
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Summary

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Senior
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Top School
Julien Jorge is a seasoned Codec Engineer with 14 years of experience building high-performance C++ systems for games and media, currently working at MediaKind in Nantes. He combines low-level systems expertise—memory and performance tuning—with delivery-focused engineering honed through leading mobile game clients using Cocos2d-x and cross-platform build automation for Boost on Android. His background includes compiler engineering on an LLVM-based obfuscator, where he improved benchmarking, tests, CI, and integration with toolchains like Emscripten, reflecting strong tooling and systems-design instincts. Julien also founded an indie games studio and taught computer science, showing a mix of entrepreneurial drive, mentorship, and research rigor (PhD-level training). Colleagues know him for pragmatic code that squeezes performance out of constrained targets and for improving build and release pipelines that quietly keep complex projects shipping.
code14 years of coding experience
job11 years of employment as a software developer
bookPhD, Computer Science, PhD, Computer Science at Université de Nantes
languagesFrench, English
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Stackoverflow

Stats
2,199reputation
96kreached
22answers
26questions
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Github Skills (22)

c-language10
game-engine10
bash10
cplus10
android10
build-automation10
cpp10
cprogramming-language10
cocos2d-x10
boost10
crossbuild9
game-development9
cross-compiling9
windows8
ios8

Programming languages (15)

C#JavaC++CCMakeTeXCommon LispHTML

Github contributions (5)

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cocos2d/cocos2d-x

Jan 2016 - Mar 2017

Cocos2d-x is a suite of open-source, cross-platform, game-development tools utilized by millions of developers across the globe. Its core has evolved to serve as the foundation for Cocos Creator 1.x & 2.x.
Role in this project:
userC++ Developer
Contributions:11 commits, 18 PRs, 43 comments in 1 year 1 month
Contributions summary:Julien primarily contributed to the Cocos2d-x game engine by addressing various aspects of the codebase. Their work includes standardizing macro usage for image support, adding configuration options for premultiplied alpha, and preventing compilation of unrelated tests when certain features are disabled. Furthermore, the user improved the asynchronous texture loading, providing more flexible callback unbinding. Additionally, compilation issues, including GCC 6.2 specific compilation issues and file inclusion problems, were addressed.
cocos-creatorcocos2d-xgame-developmentcocos2dgame-engine
Android port of Boost C++ Libraries
Role in this project:
userAutomation Engineer / Build & Release Engineer
Contributions:6 commits, 5 PRs, 2 comments in 8 days
Contributions summary:Julien primarily focused on improving the build process for the Boost C++ libraries on Android. Their commits addressed incorrect configuration handling and patch application during the build. They also added functionality to customize the target Android API and included an option to print the commands used by bjam, enhancing debugging and build control. Furthermore, the user added a fix to prevent calls to std::locale("") on Android builds.
androidboostcpp
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