Thomas Poulet is a Senior Graphics Engineer with 11 years of experience specializing in real-time rendering and the hardware that powers it, currently crafting high-fidelity visuals at Something Mighty and freelancing on cutting-edge projects. He has led teams at Huawei Research and Ubisoft Berlin to advance digital human rendering—implementing eyes, strand hair, skin and fabric solutions—and acted as an official reviewer and contributor to the open-source Open 3D Engine (O3DE). Comfortable across engine internals, shader programming, tooling and low-level optimization, he bridges research and production to deliver invisible technologies that simplify art pipelines. A practiced public speaker and mentor, he pairs academic grounding in computer graphics with hands-on experience shipping AAA features and porting engines to constrained platforms like Nintendo Switch. Less obvious: he blends robotics and web startup experience, giving him a practical systems perspective when designing robust, deployable graphics systems.
11 years of coding experience
8 years of employment as a software developer
Engineer’s Degree, Computer Graphics, Engineer’s Degree, Computer Graphics at EFREI - Grande école du numérique
Computer Science, Computer Science at University of Staffordshire
Bachelor’s Degree, Mathematics and Computer Science, Bachelor’s Degree, Mathematics and Computer Science at Université Paris-Est Marne-la-Vallée
Open 3D Engine (O3DE) is an Apache 2.0-licensed multi-platform 3D engine that enables developers and content creators to build AAA games, cinema-quality 3D worlds, and high-fidelity simulations without any fees or commercial obligations.
Role in this project:
Software Engineer (Graphics/Game Engine)
Contributions:26 reviews, 13 commits, 5 PRs in 8 months
Contributions summary:Thomas primarily contributes to the Open 3D Engine (O3DE) project by fixing bugs and implementing enhancements related to rendering and the Atom rendering pipeline. The user's commits involve resolving issues in the multiplayer debug windows, refactoring code related to reflection probes, and addressing problems in resource handling. The work demonstrates a strong understanding of shader programming and blend states. The contributions improve the functionality and stability of the rendering engine.
Contributions:4 PRs, 4 pushes, 6 issues in 2 years 11 months
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Thomas Poulet - Senior Graphics Engineer at Keen Games