
Wilfrid GIRARD
@wilfrid
20+y engineering robust high-performance, low-level, real-time software systems, motivated by technical leadership, building usefulness & expertise
What I'm looking for
At Unity, I led graphics bring-up on Nintendo Switch 2. I worked on making Unity render optimally, ensuring RenderPipelines parity and quality, and implementing graphics-side platform features including GameShare, Async, and Extended Bindings.
On Unity for Nintendo Switch 1, I contributed across low-level graphics, shader tooling, build telemetry, render pipelines, scripting APIs, documentation, and test infrastructure. I helped game teams resolve technical blockers and contributed to software used in 7,000+ released titles.
Earlier, at Silicon Studio, I worked on photorealistic rendering R&D for Mizuchi, platform and driver engineering, and GPU-accelerated image-processing tools.
I’m looking to take on broader senior or principal leadership responsibilities and apply my systems, infrastructure, quality, and performance experience to demanding technical domains.
Experience
Work history, roles, and key accomplishments
Practical technical lead for graphics/platform bring-up on Nintendo Switch 2
- Core graphics owner for the console bring-up, worked on making Unity render optimally, ensured RenderPipelines parity/quality, implemented graphics-side of platform features (GameShare, Async, Extended Bindings)
- Acted as technical lead: refined graphics bring-up roadmap, aligned with platform partner, codified dev e
Unity for Nintendo Switch
- Low-level graphics port for the console: added features, optimized performances
- Cross-stack contributor: HLSLcc shader cross-compiler, Build Timings/telemetry, Scriptable Render Pipelines, Scripting APIs, Docs, Test Infrastructure
- Helped solve technical blockers for game teams shipping on the platform at scale
- Contributed to software used in 7000+ realesed tit
- Advanced photorealistic/PBR rendering R&D for Mizuchi, (Skin/Cloth, Hair, Glass, IBL) used in GDC2017 demo "Yuri" and game Gundam Breakers 3 ; mentored porting to Xenko/Stride
- Platform/driver engineering: DX11->PS4 graphics driver used by Game Engine Orochi in game "City Shrouded In Shadow", cross-platform OpenGL/WiiU NintendoWare engine used in Pokemon Rumble, Yakuman Phoenix
- Built GPU-ac
Mission for Silicon Studio in Sony Shinagawa HQ ; I developed visual side of Psvita game app "Music Unlimited" just before console release
Technical support of arcade game Gunslinger Stratos with Orochi Game Engine ; development of PS3 "Music Unlimited" graphics effects ; of a Playstation Home revamp prototype for Sony
I joined Game Republic's GX/Orochi Engine team, created game prototypes and tools (animation tree, rhythm editor)
A handheld games studio - I wrote a Flash->Collada exporter, an OpenGL animation player
Designed and developed end-to-end tools for Index Desk traders in a demanding, time-sensitive environment.
- Owned software used for risk monitoring and portfolio management
- Worked directly with users to understand needs and deliver practical, reliable tools
- Provided live debugging and production support
- Led migration of systems to the Hong Kong desk
This experience reinforced my interest
I built PS2 game "Arthur and the Invisibles" levels (on in-house "Kal" engine):
- I designed game mechanics, level puzzles in Maya
- I scripted AI for 50% of battle encounters, designed 33% of shooting sequences
- I tuned the game after young gamers focus sessions
Talented designers taught me a lot about game making and game design
In Aircraft Dept. IT team I helped integration of new SAP system, assisted users with the new workflow and coded data conversion tools.
I developed a monitoring tool for Fujisoft clients websites. Friendly colleagues helped me progress in Japanese for the frequent reports and presentations
Education
Degrees, certifications, and relevant coursework
The Japan Kanji Aptitude Testing Foundation
Kanji Kentei 7-kyu
Jul 2025
The Japan Kanji Aptitude Testing Foundation
Kanji Kentei 8-kyu
Jul 2024
Unity Technologies
Unity Certified Developer
Jun 2017 · Expired Jun 2019
Instituto Cervantes
DELE (Diplomas of Spanish as a Foreign Language) : Level C1 ("Proficiency")
Nov 2016
The Japan Kanji Aptitude Testing Foundation
Business Japanese Proficiency Test (BJT) : Level J2
Oct 2011
JAPAN EDUCATIONAL EXCHANGES AND SERVICES JEES
Japanese Language Proficiency Test (JLPT) : Level 1 ("Mastery")
Jul 2009
Ecole nationale supérieure des Mines de Saint-Etienne
Master's Degree (Ingénieur Civil des Mines), Engineering
2001 - 2005
Lectures: Computer Sciences, Algorithm Theory, Numerical Analysis, Physics, Organization Analysis
Societies: Movie Making team "MiTV" (made short fiction for School Gala)
Universidad Politécnica de Madrid
Master's Degree (Ingeniero Industrial, Double Degree), Engineering
2003 - 2005
Socrates Program Double Degree at ETSII (Escuela Técnica Superior de Ingenieros Industriales).
One year of Engineering classes (IT Project Management, Operational Research, Macroeconomics, Corporate Finances ; and defended end-of-studies thesis (in Spanish).
Educational Testing Service (ETS)
Test of English for International Communication (TOEIC) : Gold Certificate
Mar 2003
Lycée Chateaubriand
CPGE MPSI/MP*, Mathematics, Physics
1999 - 2001
"Higher School Preparatory Classes", intensive mathematics/physics lectures for engineering school entrance exams.
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