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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

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