$ whoami
Systems Software Engineer · Unreal Engine 5 Developer
# Systems software engineer with 18+ years of experience, specialized in Unreal Engine 5 C++ development with custom engine forks, performance optimization, and low-level systems programming.
MCP tools, protection software, performance analyzers, and more.
Open-world multiplayer game on a custom Unreal Engine 5 fork with dedicated servers.
Rust/egui GUI application for managing dedicated game servers via SSH.
Binary protection tool written in Rust.

Cryptocurrency Trading Automation Platform (KuCoin)
Polyglot (C#/Rust/Python) reverse-engineering and automation platform for Age of Empires IV, fronted by a neural-TTS build-order coach.
Real-time driving-assist suite for Forza Horizon 6, built by reverse-engineering the game's live memory, physics engine, and anti-tamper protection.
A real-time telemetry visualization tool for iRacing using advanced graphics rendering.
›Unreal Engine 5, custom engine forks, vertex factories, HLSL/SM6 shaders
›Deployment tooling, binary protection, egui GUI applications
›.NET, WPF, Windows Forms, Entity Framework, asset management
›Automation, GUIs, system manipulation, game AI
›Computer vision (YOLO), CTF challenges, data analysis
›MCP servers, API integrations, automation tooling
›Custom engine forks, C++ plugin architecture, rendering pipelines, world streaming
›Memory manipulation, hooking, input simulation, game overlays
›Reverse engineering, binary protection, CTF, crash dump analysis
Open-world multiplayer game on a custom Unreal Engine 5 fork with dedicated servers.
Rust/egui GUI application for managing dedicated game servers via SSH.
The most complete UE5 editor MCP bridge - 604 native tools letting any AI assistant drive the Unreal Engine 5 editor.
A ~47k-line data-oriented UE5 AI runtime driving hundreds of agents - police, creatures, and ships - through a multithreaded processor pipeline.
A ~115k-line modular, server-authoritative quest framework for Unreal Engine 5 - from a custom visual editor to runtime procedural generation.
A UE5 GPU-driven indirect instancing pipeline - a custom GPU-Scene vertex factory plus a from-scratch runtime Nanite builder.
A UE5 weapon plugin pairing a multithreaded procedural weapon-handling AnimNode with a server-authoritative hitscan firing subsystem.
A force-driven hovering-vehicle movement component for UE5, simulating multi-thruster ground effect and arcade handling on a Chaos rigid body.
A runtime in-game notification/HUD framework for UE5 - toasts, warnings, progress, and communication routed through a priority-managed singleton.
A UE5 editor plugin that eliminates 'asset missing from packaged build' cook failures by finding hidden references and force-injecting them into the cook.
An offline-first in-game bug-reporting system for UE5 multiplayer games - captures a screenshot, log, and metadata and reliably uploads them.
Binary protection tool written in Rust.
Cryptocurrency Trading Automation Platform (KuCoin)
Polyglot (C#/Rust/Python) reverse-engineering and automation platform for Age of Empires IV, fronted by a neural-TTS build-order coach.
Real-time driving-assist suite for Forza Horizon 6, built by reverse-engineering the game's live memory, physics engine, and anti-tamper protection.
Standalone Windows memory scanner with exact, fuzzy, and wildcard AOB scans across any attachable process.
A real-time telemetry visualization tool for iRacing using advanced graphics rendering.
MCP server that drives Backblaze Computer Backup from AI assistants - built on a reverse-engineered, undocumented API.
A suite of original Model Context Protocol servers that give AI assistants local tooling.
Ground-up Rust input remapper focused on deterministic timing and a clean layered architecture.
Native Rust GUI that converts shell scripts into Windows .bat, .cpp, or compiled .exe outputs.
Original solvers, exploits, and writeups for reverse-engineering and cryptography CTF challenges.
A collection of 16 tools that reverse-engineer game internals - reading process memory, mapping structures, building overlays, and decoding mechanics across many titles.
A collection of 11 automation tools and bots that drive games through screen capture, pixel detection, and computer-vision recognition.
A set of Pine Script indicators and a trading strategy for TradingView - market structure, session visualization, and an automated strategy.
Two Discord bots for AI image generation and enhancement - an ESRGAN upscaler and a DALL-E Mini image generator.
Reverse-engineered tool for license data extraction from Orchestra software.
Rust script with egui GUI for automated Steam build deployment.
A desktop tool for generating QR codes with customization options.
A concise C# tool to identify Perflib key identifiers for performance analysis.
A desktop app for internal management with Google API integration.
A utility for configuring and diagnosing Windows systems for Orchestra software.
AutoIt scripts for managing Windows system tray icons.
A collection of AutoIt scripts for automating system tasks and managing software processes.
A UiPath solution for extracting and transforming POS system data.
Customized Dolibarr ERP/CRM for specific business needs.
An AutoIt library and script for enhancing CRM interactions via WinHTTP.
A detailed recreation of Bag End in Unreal Engine 5.
A dynamic portfolio showcasing my projects with a stats panel and three-step disclosure.
An interactive web game built with React, Next.js and TailwindCSS, designed to help toddlers practice number recognition while showcasing front-end development skills.
Based in Villeneuve-Loubet, France, I have 18+ years of experience in software development and over six years as a Technician at SARL Soleo Tech (2017-2023), where I developed expertise in software development, system optimization, automation, and reverse engineering.
In 2025, I took over 99% of development on Qanga, an open-world multiplayer game on Unreal Engine 5 (IolaCorp project). Starting from zero UE5 C++ experience, I accumulated 2,400+ commits in under a year, building custom engine forks, vertex factory systems, HLSL/SM6 shaders, and dedicated Linux servers.
My passion for technology stems from my background in competitive gaming, notably as a former professional Counter-Strike player (2014-2016) and a holder of multiple world records in racing simulation since 2015. This pursuit of performance and efficiency is reflected in my work, which focuses on performance-critical systems and real-time optimization.
I specialize in C++ (Unreal Engine 5), Rust, C#, and Python. My analytical and logical approach allows me to solve problems by methodically breaking them down. Beyond coding, I have a strong interest in astronomy, science fiction, and mythology.
Took over 99% of development on a UE5 multiplayer game. From zero engine C++ to custom forks, vertex factories, HLSL/SM6 shaders, and dedicated servers - 2,400+ commits in under a year.
System tool development, POS system automation and maintenance, ERP customization and API integration.
Competing at the highest level, strategic analysis, team training and coordination.
Holder of world records in multiple racing simulations, requiring precision and optimization.
Over 18 years building systems software, automation, and performance tooling across 68 projects.
Do you have a project that requires my expertise? Feel free to reach out to discuss how I can help you.