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16 day streak.
Coding for 13 years.
1011 contributions this year.
I am especially interested by digital interactive tools that support the creative process of an artwork from its design to its diffusion. The unpredictable and random nature of software is like a performance, and I have always enjoyed navigating in this area of uncertainty. However, the use of the ever-changing digital tools is not the ultimate goal. Exploring their advantages and limitations through deep practice should go with a critical reflection.
With a background in both computer development and graphic design, I have tried to merge technology and artistic expression throughout my career.
AIAC Laboratory / INREV Research Group
The Demoscene: Past, Present, and Posterity in the Age of Artificial Intelligence (more details here)
HARFANG is an open source 3D engine designed for industrial use. My work includes design, functionality, user interface and documentation, as well as helping clients with their projects running on HARFANG.
The development of HARFANG 3D is supported by Movida Production.

Harfang Studio interface with demo projects.
In my coordination and facilitation work on HARFANG, I have focused on the concept of "digital twin", which I've illustrated by directing and contributing to the creation of a prototype demonstrating remote control of a robotic device.

Digital twins of the robots Reachy (Pollen Robotics) and Poppy Ergo Junior (Projet Poppy, Inria).
One of my tasks consisted in co-developing a workflow for the industrialisation of virtual reality training, connecting 3D content, points of interest and scripting. A linear script describes the training from a practical point of view and links practical actions to each point of interest. I led a team of 3 people: a C++ developer, a 3D graphic designer and a technical artist.

Screenshots and VR views of industrial training.
Movida Production is an SME based in Orléans, France. Originally specializing in video production, our business has expanded over the years due to technological advancements in recent decades. As both a witness and a actor in these changes, we have developed a strong foundation of expertise in the field of 3D technology applied to video and real-time 3D applications.

Screenshot of a 3rd generation driving simulator.

3D packshots generated by an automatic pipeline, based on the Renderman-compliant SDK by Art-Render.
During the summer of 1995, I worked on the adaptation of Fort Boyard for PC MS-Dos as a C developer. The Microïds team had just put together a 2D framework in C/ASM in which I worked fully indepently, from the integration of the graphic assets, the implementation of the gameplay and the display, to the occasional bug diagnostics on the framework.

Screenshots of two challenges completed during my mission and the game cover.
At Silmarils, during summer 1994, I created the cinematic intro of Ishar III CD-Rom as a 3D computer graphics artist. My job was to make the entire sequence in 3D animation. The output I produced was incorporated as is. This mission started as an internship and was paid as a freelance.

Screenshots prepared for the game promotion by "Generation 4" issue 71, November 1994.
Couloir 14 is a VR installation that blends physical and virtual realities, simulating an imaginary Soviet-era research archive (AI-generated). Presented at Matricule Bis, it merges physical and virtual experiences in an immersive environment.

Couloir 14, VR installation for PC Windows/SteamVR.
Marine Melodie is a contemplative audiovisual work based on nine audio tracks by a group of musicians. HARFANG 3D is used here to generate an interactive interface. Presented at the digital art contest EVOKE 2022 (Köln) and in 2023 at the XUL / Labomedia art festival (Orléans).

Marine Melodies, "music disk" for PC Windows/Linux (Screenshot).
Athanor 2 is a homebrew video game self-published for Amiga and Atari ST, in collaboration and under the direction of Eric Safar (ex-lead dev on the Atlantis series, Cryo). Unlike modern 3D engines, this return to the fundamentals was the occasion to combine C code, Python tool creation and digital painting.

Screenshots of the game running on an Amiga 500 (1MB of RAM, 8MHz CPU)
A derivative work, inspired by a Lovecraft & Sterling short story and an iconic demoscene production, using some of their "open" 3D files. Winner of the 2nd place at the Evoke 2013, in the "PC Demos" competition. Here I have tried to communicate the emotions suggested by the reading of the novel through a subjective sequence shot. Produced with the help of Jean-Marie Lamarche-Deminal, 3D artist and Mathieu Alkama Moncharmont, musician.

Screenshots of "Within the Mesh" and preparatory sketch, 2013.
Amiga memories a writing project on the history of computing, aiming to produce a web series. Images and sounds are 100% automatically produced, the text is described as a script, the visuals are rendered by a real-time 3D engine and the voice-over is generated by a "text-to-speech". My wish was to escape the narcissistic "face to camera" format typical to Youtube. I thus decided to star the subject of the story, by making him tell his own story. The choice of the synthetic voice led me to use an open source TTS which diction is close to the original narrator.device of the Amiga, but offers a more pleasant prosody.

Screenshots of Amiga Memories and the 3D graphic editor in which the project was created.
From 2011 to 2014, I participated in the Paris edition of the Global Game Jam, an event that challenges developers and creatives to create a video game based on a given theme over a weekend:
My first game jam experience took place in 2009, at the BigJam in Berlin, organized by the TigSource community. The games were developed in 3 hours, but mine took the entire weekend:
Astrolander is a solo video game developed on the GameStart3D framework (pre-release version of HARFANG 3D) during 2011-2012, motivated by the dynamics of the TigSource community. Presented at the Independent Games Festival in 2013 and "Greenlit" by the Steam community. Starting with the classic "Lunar Lander" mechanics, I updated the protagonist's physical behavior by adapting the controls and gameplay and eliminating the main frustration factors.

Astrolander, independent game for PC Windows and Android (Screenshot).
Inspired by the themes proposed by the TigSource.com forum, I designed and developed 4 experimental games, each over a one-month period, utilizing a custom real-time 3D engine:

Screenshots of the experimental games VipeÜt, Mediécross, and Der Erlkonig.
Starting with basic modeling for real-time 3D, I developed a personal writing style using global illumination, which was just becoming available in Lightwave 3D and added texture to 3D rendering. In 2004, Steve and Raf Anzovin, 3D producers and animators, offered to include my work in 3D Toons, an anthology of techniques and graphic approaches in the production of 3D cartoons, published by Ilex Press.

Low-poly modeling, used in previous real-time productions, reveals a surprising aspect when processed by photorealistic rendering algorithms (radiosity, depth of field, etc.).
Starting in 1996, I began to maintain a virtuous exchange between my professional activities and my personal production, particularly within the demoscene by participating in creative competitions involving live code, judged by various rankings, including:

Screenshots of "Caillou" and "Couloir 14", created within the context of the demoscene, a playground for artistic experimentation between code and spectacle, but still very male-dominated. (photo by Matti Palosuo, 2000)
During this period, I mainly contributed to projects as a graphic artist, using Lightwave 3D as my primary tool and striving to bring graphic unity.
Together with Jean-Michel Hervé† (pictured left), we repurposed low-poly constraints to emulate the visual style of comic books, moving away from futile attempts at achieving realism. In Couloir 14, entirely created in Lightwave and replayed by a custom 3D engine, I took advantage of a conversion-free workflow to quickly iterate and experiment with a visual genre where light, material and typography form a consistent pictorial ensemble.
While pursuing my higher education, I managed to mix professional experiences in the video game industry with visits to the Imagina festival in Monte-Carlo in 1994 and 1995. Networking with professionals at the events, testing out the first virtual reality headsets, witnessing the debut of real-time graphics accelerators, and attending the prestigious Prix Pixel INA evenings provided a significant motivational boost.
ATI is a university program that bridges artistic expression, creative technologies, and research through a project-based approach. The curriculum spans real-time 3D, animation, visual effects, digital compositing, virtual and augmented reality, programming (C++, Python), and art-science experimentation. The Master's cycle encourages a research-creation methodology, combining theoretical insight and artistic/technical practice through collaborative and individual projects.
Obtained, with high honors, through validation of academic credits due to experience.
(Formerly Institut d’Art Visuel d’Orléans)
During the curriculum offered by ESAD, including traditional techniques practice (drawing, painting, photography, video), I was able to self-train in 3D computer graphics on Amiga hardware. The machine was already obsolete, which allowed me to have a configuration close to a workstation for a budget compatible with a student's. My practice of Lightwave 3D resulted in various productions and participations in specialized press such as Amiganews or in newsletters with more confidential distribution.
(Formerly Paris V, Université Descartes)
In 1993, the computer science taught at Paris V was based on professional hardware radically different from the general public's microcomputers. These 2 years were a unique opportunity for me to approach tools such as Bull mini-computers or IBM mainframes, accessible from passive terminals. Bearing no resemblance to anything known, except the first UNIX systems, these tools helped me broaden my frame of reference and still give me some perspective on the recent evolution of technologies.

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Pushed to github-repo-stats-harfang3d at harfang3d/github-repo-stats
February 4th, 2026 11:03 PM
Pushed to github-repo-stats at harfang3d/github-repo-stats
February 4th, 2026 11:03 PM
Pushed to github-repo-stats-dogfight-sandbox-hg2 at harfang3d/github-repo-stats
February 4th, 2026 11:03 PM
Pushed to github-repo-stats-/python-digital-twin at harfang3d/github-repo-stats
February 4th, 2026 11:03 PM
Pushed to github-repo-stats-dogfight-sandbox-hg1 at harfang3d/github-repo-stats
February 4th, 2026 11:03 PM
Pushed to github-repo-stats-harfang-gui at harfang3d/github-repo-stats
February 4th, 2026 11:03 PM
Pushed to github-repo-stats-/car-simulator at harfang3d/github-repo-stats
February 4th, 2026 11:03 PM
Pushed to github-repo-stats-harfang-go at harfang3d/github-repo-stats
February 4th, 2026 11:03 PM
Pushed to github-repo-stats-/sample-projects at harfang3d/github-repo-stats
February 4th, 2026 11:03 PM
Pushed to github-repo-stats at harfang3d/github-repo-stats
February 3rd, 2026 11:05 PM