Marin Aussant

My Programming Skills


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Unity

On Unity, I then mastered the tools provided by the engine, such as Scriptable Objects, Prefab, Delegate and Event.

I then specialized in Gameplay and 3C Programming. I create 1st and 3rd person Character Controllers, as well as other systems more specific to each project, such as Fish’nShip, Rat Escape! or Operation Mulberry.

I also do UI Programming to make the link with displayed UI and I know how to make it responsive so that it is dynamic and pleasant to use.

Fish'n'Ship Screenshot

I’ve also mastered Mobile Development with Unity Remote, and can create tools to detect and manage different Inputs and Swipes for mobile games like Operation Mulberry.

Operation Mulberry Gif

I also know how to set up and use optimization tools like Occlusion Culling and LOD Group, and how to manage lights on Unity 6 with Adaptive Probe Volume.

Occlusion Culling Adaptive Probe Volume


Unreal Engine

On the Unreal Engine, I’m able to create simple Gameplay and 3C mechanics using Blueprint, and I’ve mastered the UI creation tool using Widgets, linking the Blueprint code with the game.

I’m also interested in Tech Art, creating Shaders to enhance the visual aspect of the game or to add a unique artistic touch such as a Toon, Pixalate… shaders.

Unreal Engin Gif


Architecture [WIP]

Before starting a project, I always think about how I’m going to structure it, first in broad outline to make initial prototypes, then in more detail.

UML Exemple UML Logo

To do this, I learned to use the UML language during my D.U.T. in Computer Science, and I use it for each new project to plan how the different parts of my code will be organized.

All this with the aim of factoring the code, using OCP as much as possible, to promote maintainability over time, adding new features easily and without risk, and working with several different people at the same time.

UML Player2

In the same vein, I’ve got into the habit of using a few Design Patterns such as Inheritance, Observer Pattern for declaring and using events, State Pattern for A.I. and Character Behavior, and Singleton for easily creating Managers.

UML Player

In particular, I used the State Pattern in the Dawn On Skyglow, Rat Escape! or 2D Platformer Controller projects.

Dawn On Skyglow Gif

I always try to optimize my code as much as possible, using the syntax and lexicon defined by the project, with the aim of maximizing readability.


Other [WIP]

oui phaser le javascript et à l’aise avec les json oui avec python aussi génération procédural perlin noise 1D interessé par l’anim procédural par la génération procédural par l’IA par comment améliorer le feeling du joueur, l’ux d’autres moteurs comme Godot et par d’autres manière de programmer comme l’ECS)


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have a good day :)