Mael Vignaux

Senior Gameplay & AI Programmer
// C++ · Unreal Engine · Game AI · Team Leadership

Experience

Principal AI Programmer / Gameplay Programmer / Team Support
2024 – Present
Studios Drama - Rennes - UE5

Principal AI Programmer at Drama Studios working on the video game Unrecord! Worked on all playable release leading to fundings. Principal mission included:

  • Design and integration of a new scripting system to create discussions and complex interactions with AI.
  • HTN Action Planning AI system fully multi threaded with a completely new perception system.
  • Full custom voxel-based 3D navigation system, Fully multi threaded 100% self-coded, including a new pipeline to bake and query the data very efficiently (hierarchical Chebyshev-based A*).
  • CPU Friendly systems for pooling, significance managers, actor spatial hashing, 3D sound propagation, integration of a more precise navigation system, and other architectures.
  • Building CI/CD DotNet App and automated benchmark to evaluate every day the changes made by the team.
  • Team support and mentoring of other gameplay programmers on all things C++ and optimization. Managing of the optimization support company.
Game & Technical Director, Gameplay/AI Programmer
2019 – 2024
Elseware Experience - Dinard - UE4&5

Direction of the Elseware Experience 5-person studio created around the project Broken Pieces. I handled game/AI programming, sound design, music, actors' direction, recruitment, team leadership and managed the port to Xbox one and PlayStation4. Responsible for 95% of the code base in Unreal Engine; the game released in 2022, won the Unfold award for sound design excellence, and received great public reviews.

In 2023 created a 2-hour vertical slice for the second project of the studio, a third-person action adventure on UE5, responsible for all things game design and AI including:

  • Creation of a new scripting system to empower level designers and streamline workflow.
  • Goal Oriented Action Planning AI system for a robust and easy-to-scale fighting system.
  • Multi-Threading system and data-oriented design principles for the team.
Gameplay Programmer, Technical Expert, Game Designer
2017 – 2019
European Joint Research Center - Ispra - UE4

Development of virtual exhibitions using latest VR paradigms and improvements such as eye and hand tracking as well as gesture recognition. The virtual exhibitions showcased multiple areas in which European Union policies act for the conservation of pollinators/nature. In charge of:

  • Unreal Engine gameplay programming and implementation.
  • Team-leading, AI behavior, animation systems, optimization, sound design...
Software Developer, Sound Designer
2014 – 2018
Freelance
  • Development of interactive systems highlighting architectural visits in virtual reality using Unreal Engine 4. Creation of innovative systems for user interactions at the beginning of the virtual reality emergence.
  • Featuring latest progress in 3D audio using Steam Audio systems integrated with Unreal's audio framework.
  • Team leader and mentor for a project developing virtual agent tools whose goal was to identify cognitive disorders caused by cranial trauma.
Engineer in Research and Development
Feb 2014 – Dec 2017
Arianespace

Responsible for the research and creation of diverse algorithms to help thin-film deposition engineers create more stable and reliable processes. Work that led to 2 publications, a thesis, and the release of a thin-film simulation and prediction software.

Game Designer – Team Leader, Sound Designer
Aug – Nov 2013

Management of a development team and lead game design for the creation of a real-time online virtual casino prototype on Unity 3D. Responsible for team coordination, code reviews, and developer mentoring. Prototype successfully sold at the end of development.



Skills

C++ / C# / Matlab GOAP / HTN / State Trees Unreal Engine / Unity PlayStation & Xbox DevKits Actor Direction / Script Editing Reaper / Cubase / Ableton Live FMOD / Steam Audio Physics & Optics

Education

PhD, Physics, Optics & Signal Processing
Dec 2017
Arianespace – Aix-Marseille University

Thesis financed and co-directed by Arianespace and Aix-Marseille University.

Master's Degree, Physics, Optics & Laser Instrumentation
Sep 2014
Aix-Marseille University
Internship
Apr – Aug 2013
Astrophysics Laboratory of Marseille

Creation of a control algorithm (Matlab and LabView) for the wavefront analyzer of the European Extremely Large Telescope. Published results at AO4ELT (Florence) and in the official NASA journal.

Other

Modder - Source Engine
2007 –

Participation and release of diverse game modifications as sound designer, musician, rigger and C++ programmer — including "Logistique" and "Dniepr," which had a total download count of almost a million copies back in 2013 (5 stars on the Steam Workshop). Collaborated with and mentored community members in modding techniques.

Sound Designer
2007 –

Sound design and integration on animated shorts, including "Salesman Pete," which won 3rd place at the Imagina Awards 2011 and a Vimeo Staff Pick. Sound design teacher in Paris, 2014–2018.

Publications

  • M. Vignaux et al., "Semi-automated method for the determination of the all-optical monitoring strategy of complex thin-film filters," Opt. Express 27, 12373–12390 (2019).
  • M. Vignaux et al., "Trinary mappings: a new tool for the determination of potential spectral paths for optical monitoring of optical interference filters," Appl. Opt. 57, 7012–7020 (2018).
  • M. Vignaux et al., "In situ optical monitoring of Fabry-Perot multilayer structures: analysis of current techniques and optimized procedures," Opt. Express 25, 18040–18055 (2017).
  • A. Joerg, M. Vignaux, J. Lumeau, "Versatile digital micromirror device-based method for the recording of multilevel optical diffractive elements in photosensitive chalcogenide layers (AMTIR-1)," Opt. Lett. 41, 3415–3418 (2016).
  • K. El Hadi, M. Vignaux, T. Fusco, "Development of a Pyramid Wave-front Sensor," Proc. Third AO4ELT Conf. (2013) — Indexed in NASA ADS