Patrick Fournier is a versatile software engineer with 12 years of experience specializing in C#, C/C++, Python, JavaScript and PHP across computer animation, image rendering, web applications and UIs. With a Master’s in Computer Science from Université de Montréal, he blends strong problem-analysis and solution-design skills with hands-on refactoring and feature work—evident in contributions to Unity’s ShaderGraph and Graphics projects improving copy/paste, event handling and editor shortcuts. He also contributes backend fixes to open-source tools like pyzotero, improving API compatibility and robustness. Comfortable leading technical efforts and mentoring teams, he excels at translating complex requirements into maintainable code and clear documentation. Based in Granby, Quebec, he thrives in collaborative, cross-disciplinary environments and often focuses on subtle usability and API-contract improvements that quietly reduce developer friction.
11 years of coding experience
DEC and International Baccalaureate Pure Sciences, DEC and International Baccalaureate Pure Sciences at Collège Jean-de-Brébeuf
Master Computer Sciences, Master Computer Sciences at Université de Montréal
Unity Graphics - Including Scriptable Render Pipeline
Role in this project:
Front-end Developer
Contributions:10 reviews, 48 commits, 25 PRs in 5 years 4 months
Contributions summary:Patrick primarily worked on the Material Graph within the Unity Shader Graph project. Their contributions involved refactoring and moving code related to copy-paste functionality and event handling to the GraphView. They also implemented the necessary interfaces for copy/paste operations. Additionally, they integrated a shortcut handler within the GraphEditorView for improved usability.
Contributions summary:Patrick focused on refactoring and enhancing the Unity ShaderGraph project, specifically concerning copy-paste functionality and event handling within the graph view. They implemented changes to the `MaterialGraphView.cs`, `AbstractMaterialGraphEditWindow.cs`, and `GraphEditorView.cs` files to move boilerplate code and event management. Furthermore, the user updated the code to align with a request for comments (RFC) and moved framing shortcuts to the GraphView, demonstrating an effort to improve the user experience and overall code structure. They also integrated the merging of code from master, indicating active project collaboration.
unity3dunityshadergraph
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