Summary
Maxime Perault is a render programmer with eight years of experience building C++ cross-platform engines and real-time graphics systems, currently focused on rendering at Ubisoft Ivory Tower. He has independently authored two OpenGL/GLSL 3D engines and contributed production-ready rendering features such as adaptive shadow maps, PCSS/PCF, instanced rendering and engine optimizations across D3D and GL. Comfortable in C, C++ and C#, he also has hands-on game development experience in UE4 and Unity and a background in procedural world generation, LODs, and multi-threaded chunk streaming. His blend of low-level graphics engineering and practical tooling — from shader development to performance-driven engine architecture — enables him to turn research-grade techniques into scalable game systems. An often-overlooked strength is his history of shipping both solo projects and collaborative, cross-platform pipelines, showing he can own features end-to-end in small teams or large studios.
8 years of coding experience
1 year of employment as a software developer
Epitech
National Conservatory of Arts and Crafts
English, French