Paul Joannon is a seasoned software engineer with 13 years of experience specializing in game development, C# integrations, and open-source collaboration. Based in the Greater Lille area, he has contributed to high-profile projects like the Godot Engine and its documentation, improving C# scripting support and API-aligned examples. His work spans full-stack game features—from level-chaining systems in community games to UX-focused enhancements in the Inky editor such as word count, dark theme and i18n. Paul blends systems-level understanding (earlier roles in system software and full-stack engineering) with hands-on gameplay programming, having held senior gameplay roles and freelance projects. Passionate about free software and shared commons, he consistently publishes practical contributions that bridge engine internals and accessible tooling. An understated strength is his knack for refactoring and documentation, making complex engine changes usable for everyday developers.
Contributions:103 reviews, 48 commits, 94 PRs in 29 days
Contributions summary:Paul implemented level chaining functionality, creating a system for connecting different game levels using `EndPortal` objects. Their contributions included creating level scenes in Godot, configuring physics layers, and modifying existing scenes to integrate the new level transitions. They also updated the project configuration files related to the game, including the addition of spawn points.
An editor for ink: inkle's narrative scripting language
Role in this project:
Full-stack Developer
Contributions:29 commits, 7 PRs, 17 comments in 4 years 5 months
Contributions summary:Paul primarily focused on enhancing the "inky" editor's functionality, specifically implementing a word count feature. They integrated the word count functionality into the application's menu and UI, including the necessary backend and frontend changes. They also improved the user experience by adding features such as a dark theme and i18n support, demonstrating a focus on both functionality and UI/UX. Additional work included refactoring code for improved efficiency.
scriptinginklescripting-languageinkeditor
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