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NGOUF

Senior Gameplay Engineer

Senior Gameplay Engineer at Activision Beenox. I ship seasonal gameplay, build systems that give designers real control, and care about the feel as much as the frame count.

Shipped Titles

Call of Duty: Black Ops 7
Activision · 2025
Call of Duty: Black Ops 6
Activision · 2024
Call of Duty: Modern Warfare III
Activision · 2023
Call of Duty: Warzone 2.0
Activision · 2022
Call of Duty: Modern Warfare II
Activision · 2022

Personal Engine

Freyr Engine

Custom 3D Game Engine - C++23 - In Progress

A personal 3D game engine built entirely from scratch; ECS architecture, custom Vulkan renderer, PhysX integration, real-time portals, procedural destruction, networked multiplayer, and a custom serialization format. Born from the desire to go deeper than any shipping title allows.

C++23 Vulkan ECS PhysX OpenAL Recast/Detour Multithreaded Multiplayer

Vulkan Renderer

Cascaded shadow maps, real-time portals (up to 4 concurrent, stencil-based), GPU skinning, particles, render-to-texture screens, video playback on world surfaces, LODs.

ECS + Scene Graph

Multithreaded, handle-based entity pool with generational indices, compile-time component pooling, data-oriented system iteration with declared read/write dependencies. Python-generated reflection for editor and serialization.

Physics and Portals

Full PhysX integration; ragdoll, rope simulation, D6 joints, terrain heightfields. Portal physics with cross-portal teleportation and object continuity. Voronoi-based real-time destructible geometry (CGAL).

Animation

Skeletal animation with GPU skinning, procedural animation, IK hands system, ragdoll, and a dismemberment system with physics-driven limb separation.

AI

Behaviour tree system, Recast/Detour navmesh, sense system (sight cone, radius, memory).

Networking

Entity replication with host-authority model, replicated commands, client-side interpolation, and file transfer. Steam integration via SteamWorks SDK.

UI

Fully custom Vulkan UI renderer with dedicated graphics pipelines for images and text. Component-based widget system: images, text, buttons with hover states, checkboxes, draggable panels with optional grid snapping, and custom cursors. Anchor-based transform system for resolution-independent layouts. Multi-viewport support — UI can render to any texture, including world-space surfaces. FFmpeg video playback with synchronized audio in UI panels. Custom font rendering with per-character vertex generation.

Skills

Fluent in C/C++ and C# with deep expertise in Unreal Engine. Years of AAA shipping have sharpened a focus on performance, maintainability and cross-discipline collaboration.

Technical

  • C/C++; primary language
  • C#; Unity and tooling
  • Unreal Engine; gameplay, physics, animation
  • Graphics APIs; Vulkan, DirectX 10, OpenGL
  • Versioning; Git, SVN, Perforce
  • Python; scripting and automation

Other

  • Cross-discipline collaboration (art, design, audio)
  • Shipped multiple AAA titles under production pressure
  • Fluent English (TOEIC 975)
  • International experience; Japan, Canada, France

Side Projects

C++
Java
Unreal
Game
2D
3D
Engine
Clone engine is a fully functional C++ 3D Game Engine made using Vulkan, PhysX, ImGui and FMod. School final project used to build several demos. I was personally in charge of Physics, Audio, In-Game UI, Editor UI, Memory Management, Multithreading and other core systems.
The Loony Bin; Isart Game Week 2021, a 4-day jam with 2 programmers, 3 3D artists, 2 game designers, 1 sound designer. Theme: "Generation". Horror game in a randomly generated maze inspired by Amnesia and SCP-087.

I handled maze generation with randomised item, room, light and decor placement each run.

Other programmer: Valentin Dol. 3D artists: Anna Le Cossec and Juliette Sirulnick.
Interdisciplinary project with 3 programmers and 8 3D artists. Racing game inspired by Mario Kart gameplay and Fall Guys art direction.
First Unreal Engine project with no prior engine experience. Interdisciplinary school project that grew from 4 to 8 members mid-way due to its stability.
First real game I built outside of coursework that I actually finished; and played through far too many lunch breaks. Java version used a student-made engine; the C++ SDL rewrite was warm-up before applying to Isart Digital Montréal.

All characters can be controlled by a human or AI. The AI uses A* pathfinding with aggression/opportunism logic. Bomberman death frame
The project that started it all. A shop, inventory, 3 enemy types, 2 weapons and a combat system; all built, never shipped. A lesson in scope I've carried ever since.
Originally a school SDL project with 3 others. Later fully rebuilt solo in C++; mainly to fix the AI properly.
Built Conway's Game of Life because it felt like a rite of passage. Possibly my first "game"; if watching emergent patterns counts as gameplay.

Experience