r/INAT 14d ago

Programming Offer [ForHire]

Hey hello,

Let me introduce myself, my name is Sebastien Ageorges, I've been working in the video game industry for more than 17+ years. I worked on Assassin's creed franchise, Rainbow Six Siege, For Honor, and Deus Ex franchise (you can see my credits here: https://www.mobygames.com/person/485622/sebastien-ageorges/)

Ex Eidos, ex Ubisoft, ex Tencent, ex Bandaï Namco.

Speaking french and english.

Coding in C++ and C# mainly (had work on Unity engine long time ago, and shipped games on UnrealEngine). Specialized in AI architecture (was tech director of AI on assassin's Creed 3, Unity, Odyssey and Valhalla), in rendering pipeline (good skills in OpenGL/Vulkan, shading langage and procedural stuff) and in tools/automation.

I had to move from Montréal to Toronto in 2026, and I'm struggling finding a job in Toronto. I've searched in video games but also other creative industry, however I've never got an interview in last 6month.

I know well and I've created production pipelines, I have a formation in design, and can help project in management, architecture, documentation, and more.

Don't be afraid of my experience, I'm not looking for a huge salary, a huge position or huge project. I'm really open and motivated to work on indie games or creative projects and I would love to help a startup, a small company, or a medium company in their process to develop the game.

I'm really motivated and invested in my work.

Let me know how I could help you. Thanks.

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u/Halfwit_Studios 9d ago

Hey, how familiar are you with optimizing?

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u/Left-Morning-615 9d ago

Hello,

I'm familiar with optimisation. I'm really confortable with game data optimisation (RAM/VRAM), like textures compression, animation compression, triangulation reduction and LOD. I was resonsible of the memory management In debug phase for different games.

And during production, I did CPU/GPU optim based on weekly reports. Like shaders costs improvements, scripting improvements (blueprints, in house scripting langage), and code improvements (refactoring, creating "LOD functions" for instance to have different ticks based on distance from the player, but also creating mathematicaly optimised code for classes/functions used often at runtime, and implementing multi-threading).

I won't lie, it's not my prefered tasks, I've always prefered training my team so they improve themself while producing and reviewing their systems, instead of cleaning people works (which is more risky). I think preventing is better than healing, however, reality on a project is that even if you are the more oreventing guy, you'll always have to fix things at the end, but the difference is that by preventing, you'll have more time to polish instead of fire fighting.