Julien Pelletier
@julienpelletier
Innovative software engineer specializing in gameplay and physics programming.
What I'm looking for
With 18 years of experience in gameplay, animation, simulation, and physics programming, I am passionate about blending technology with art to create engaging user experiences. My strong academic foundation in robotics, combined with my history of working on AAA games, has equipped me with the skills to collaborate effectively with multidisciplinary teams across various studios and cultures.
Currently, I serve as a Principal Programmer at HoYoverse/MiHoYo, where I lead the development of complex gameplay systems and vehicle dynamics in Unreal Engine. My previous roles at Ubisoft and Electronic Arts have further honed my expertise in animation and physics systems, contributing to successful titles like Far Cry and Need for Speed. I thrive in environments that challenge my creativity and technical skills, driving teams towards impactful results.
Experience
Work history, roles, and key accomplishments
Principal Programmer
HoYoverse/MiHoYo
May 2020 - Present (5 years 1 month)
Worked on various Unreal Engine technologies in gameplay animation, including a melee combat system with detection, adaptation, and root motion. Led the development of a complete and robust vehicle system in Unreal Engine for a GTA-like game, co-designing and implementing advanced tire and simulation models. Delivered advanced physics for over 50 diverse vehicles, encompassing trucks, boats, and a
Physics/Animation Programmer
Ubisoft Montreal
May 2012 - Dec 2019 (7 years 7 months)
Contributed to three Far Cry titles, focusing on complex animation and physics systems, including feet/hand IK, full body IK, and custom quadruped IK. Developed blend systems for ragdolls and animation, powered ragdolls, and procedural hit reactions. Provided general engine-side support for physics features, best practices, and optimization.
Gameplay/Animation Programmer
THQ Montreal
Sep 2010 - Jan 2013 (2 years 4 months)
Served as the main animation programmer and animation behavior developer on Patrice Desilet's game "Amsterdam 1666", building a complete and highly polished player locomotion system from scratch. Implemented Havok behavior in early Unreal Engine 4 due to its incomplete animation system. Finalized PS3 physics and networking for Homefront.
Physics Programmer
Artificial Mind & Movement
Feb 2010 - Sep 2010 (7 months)
Developed dynamic hair physics simulation using SPUs and integrated Havok, adhering to best practices. Contributed to enhancing visual fidelity through advanced physics programming. Ensured efficient performance of physics systems.
Gameplay Physics Programmer
Electronic Arts
Jul 2005 - Dec 2008 (3 years 5 months)
Designed and implemented vehicle handling and physics for "Need for Speed Nitro" and a motorcycle racing game. Developed an innovative customizable vehicle game as part of R&D efforts. Enhanced system performance through optimization and physics integration, and developed core gameplay systems for "Army of Two" with a focus on stability and scalability.
Simulation Engineer
CAE
Jan 2002 - Jun 2005 (3 years 5 months)
Engineered real-time embedded systems for CF-18 aircraft weapon simulators, ensuring high fidelity and responsiveness. Modeled and simulated AMRAAM missiles on PowerPC real-time operating systems. Contributed to critical defense projects by developing robust simulation solutions.
Education
Degrees, certifications, and relevant coursework
Julien hasn't added their education
Don't worry, there are 90k+ talented remote workers on Himalayas
Tech stack
Software and tools used professionally
Availability
Location
Authorized to work in
Job categories
Interested in hiring Julien?
You can contact Julien and 90k+ other talented remote workers on Himalayas.
Message JulienFind your dream job
Sign up now and join over 100,000 remote workers who receive personalized job alerts, curated job matches, and more for free!
