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Wilfrid GIRARDWG
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Wilfrid GIRARD

@wilfrid

20+y engineering robust high-performance, low-level, real-time software systems, motivated by technical leadership, building usefulness & expertise

France
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What I'm looking for

I’m looking to take on broader senior or principal leadership responsibilities and apply my skills in resilient, impact-oriented industries, especially in systems, infrastructure, product quality and performance, simulation, compute, or security-minded software engineering.

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

Unity logoUN
Current

Senior Graphics Engineer - Consoles

Aug 2023 - Present (3 years 2 months)

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 logoUN

Senior Graphics Engineer - Console

Nov 2016 - Jul 2023 (6 years 8 months)

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

Silicon Studio logoSS

Senior Software Engineer - Graphics R&D

Sep 2011 - Nov 2016 (5 years 2 months)

- 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

Sony logoSO

Game App Engineer

Sep 2011 - Mar 2012 (6 months)

Mission for Silicon Studio in Sony Shinagawa HQ ; I developed visual side of Psvita game app "Music Unlimited" just before console release

ILINX, Inc. logoII

Game Engine & Graphics Engineer

Jan 2011 - Aug 2011 (7 months)

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

Game Republic Inc. logoGI

Game Engine Programmer

Feb 2010 - Dec 2010 (10 months)

I joined Game Republic's GX/Orochi Engine team, created game prototypes and tools (animation tree, rhythm editor)

Aspect Co. Ltd logoAL

Game Tool Programmer

Jan 2010 - Jan 2010 (0 months)

A handheld games studio - I wrote a Flash->Collada exporter, an OpenGL animation player

Natixis logoNA

Trading Tools Programmer

Mar 2007 - May 2009 (2 years 2 months)

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

ELB Games logoEG

Game Coder & Designer

Aug 2005 - Nov 2006 (1 year 3 months)

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

TOTAL logoTO

I.T. Project Management Intern

Sep 2004 - Apr 2005 (7 months)

In Aircraft Dept. IT team I helped integration of new SAP system, assisted users with the new workflow and coded data conversion tools.

Fujisoft Incorporated logoFI

Tool Programmer Intern

May 2003 - Aug 2003 (3 months)

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

TF

The Japan Kanji Aptitude Testing Foundation

Kanji Kentei 7-kyu

Jul 2025

TF

The Japan Kanji Aptitude Testing Foundation

Kanji Kentei 8-kyu

Jul 2024

UT

Unity Technologies

Unity Certified Developer

Jun 2017 · Expired Jun 2019

IC

Instituto Cervantes

DELE (Diplomas of Spanish as a Foreign Language) : Level C1 ("Proficiency"​)

Nov 2016

TF

The Japan Kanji Aptitude Testing Foundation

Business Japanese Proficiency Test (BJT) : Level J2

Oct 2011

JJ

JAPAN EDUCATIONAL EXCHANGES AND SERVICES JEES

Japanese Language Proficiency Test (JLPT) : Level 1 ("Mastery"​)

Jul 2009

ES

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)

UM

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).

EE

Educational Testing Service (ETS)

Test of English for International Communication (TOEIC) : Gold Certificate

Mar 2003

LC

Lycée Chateaubriand

CPGE MPSI/MP*, Mathematics, Physics

1999 - 2001

"Higher School Preparatory Classes", intensive mathematics/physics lectures for engineering school entrance exams.

Tech stack

Software and tools used professionally

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