Camille Cros

Gameplay Programmer · Montreal, Canada

I am currently a Gameplay Programmer at Compulsion Games, a Microsoft first party studio.

I started my professional career at Ubisoft Montreal, where I worked on Assassin's Creed: Valhalla.
I graduated with a Master's Degree in Video Game Development and Computer Science Engineering.

Skills

Programming

  • C++
  • Java
  • C / C#
  • Html5 / CSS3

Game Engine

  • Unreal Engine
  • Unity3D

Workflow

  • Perforce
  • GitHub / GitLab
  • Jira / Confluence
  • Agile Development

Interpersonal

  • Team player
  • Autonomous
  • Eager to Learn
  • Proficient in English

Career

Compulsion Games

Fulltime
Working as a Gameplay Programmer on a currently unannounced project.
Using Unreal Engine 4, my priorities are shared between Gameplay and UI features.
2021 - Present

Ubisoft Montreal

Intern · Fulltime
Started as an intern and then continue as a fulltime Gameplay Programmer on Assassin's Creed: Valhalla.
I focused on developping and supporting core AI systems and implemented some Gameplay features.

2018 - 2021

Education

Université du Québec à Chicoutimi

Master's Degree in Video Game Development
  • Principles of Video Games Conception and Development
  • Artificial Intelligence for Video Game (C++)
  • 3D Interaction and Virtual Reality (Unreal Engine)
  • Advanced Software Development: Design Patterns (Java)

GPA: 4.3/4.3

2017 - 2019

Seoul National University

Department of Computer Science and Mathematics
  • Data Structures and their algorithms (Java)
  • Programming Languages (Java and C++)
1st Semester 2016

Institut National des Sciences Appliquées de Toulouse

Master's Degree in Computer Engineering
  • OOC and OOP (Java, UML)
  • C Programming
  • Artificial Intelligence
  • Low Level Programming (ARM, VHDL)
  • Database (SQL, SPARQL)
  • Mathematics
2013 - 2019

Awards

Best Technical Challenge and Innovation for Penguin Panic!

Ubisoft Game Lab Competition 2018

We are proud to announce that our game Penguin Panic! was rewarded with Best Technical Challenge and Innovation thanks to its rich gameplay and innovative mechanics!


Penguin Panic! was also nominated for the following awards:

  • Best Quality of the «3C » (Camera, Character, Controls)
  • Jury’s Special Award



Penguin Panic! is an Exploration/Arcade/Coop game meant to raise awareness about the dangers of global warming. We developed our prototype over the course of 10 weeks within a team of 8 programmers.

Want to know more about this game? See my contribution here or go there to try out our prototype!


April 2018

Projects

Penguin Panic!

Ubisoft Game Lab Competition 2018

Tags: Unity3D C# Exploration Arcade Cooperation

In 2042, the Arctic is melting and the North Pole has gone adrift. You and your little penguin crew are humanity's last hope. Embark on a journey to save the world from global warming!

I worked on:

  • Most Gameplay Mechanics
  • Modules Coding (Eat, Prey, Scale)
  • Level Design
  • Art Direction (UI, sounds, graphics)



See right there, the trailer I've made for Penguin Panic!


January 2018 - April 2018

Rainbow Sheep

Winter GameJam at UQAC (48h)

Tags: Unity3D C# Dialog Management

We created a colourful game based on the additive colour combination... with sheep! The player can choose to play it as a sandbox, experimenting with sheep management and combination, or try to win the game by completing quests.

I worked on:

  • All Player Mechanics
  • Quest System with Finite State Machines
  • Success Implementation
  • Dialogues


M.A.R.V.I.N.

Game Prototype

Tags: Unity3D C# Adventure Shooter

M.A.R.V.I.N. is a game prototype mixing up the genres of Adventure and Shooter. The player incarnates Marvin, a small robot full of good intentions whose mission is to free players’ souls trapped inside crystals scattered around the world.

I worked on:

  • NPC Mechanics and AI
  • Interactable objects
  • Game menus
  • Level Design

October 2017 - December 2017

Raven

Works on Artificial Intelligence

Tags: C++ I.A. Shooter

Raven is part of a 3-project series on AI in video games which original source code was given as an example by Matt Buckland. Our mission was to enhance the bots artificial intelligence in order to explore various AI mechanics.

I worked on:

  • Fuzzy Logic
  • Finite State Machines
  • Goal-driven Behavior
  • Steering Behavior

September 2017 - December 2017

Super Salaryman 2049

Autumn WonderJam at UQAC (48h)

Tags: Unity3D C# Arcade Management

Set in 2049, a crowd of freshly unemployed superheroes comes at your desk. Your goal is to find the perfect job for each and every one of them in record time! But do not forget to pay attention to their respective powers and phobias.

I worked on:

  • Scoring System
  • Selection and Display of Phobia and Powers
  • User Interface and Inputs



See right there, the trailer for Super Salaryman 2049.


October 2017

Orogue

Multi-Agents System

Tags: Java I.A. Rogue-like

Originally, Orogue is a Rogue-like game project in ASCII characters developed by two teachers (see origin). The goal of our mentored project was to implement an AI for the game enemies NPCs. We chose to create our own Multi-Agents System in Java.

I worked on:

  • NPC Finite State Machines
  • Pathfinding with A* algorithm
  • Scouting and Memory systems
  • Multi-Agents System Implementation

January 2017 - June 2017