Backend-focused developer and Gamagora student. I work with C++, C#, game engines, or web dev and enjoy building reliable, software and developer tools.
🔭 I’m currently seeking employment in Lyon
🌱 Learning: More about C++, C#.
💬 Ask me about My projects
📫 How to reach me justinvillerot@gmail.com
- Small games with (Godot, Unreal, Unity)
- Contribution to Open Sources Projects
- Small tooling & automation (Python, shell)
- Web app, backend API,...
- TTRPG, FoundryVTT extension
You can find a .MD version of my portfolio here :
And a PDF version is in construction.
The final project of the GAMAGORA master's degree, is a multiplayer game made with Unity in less than 4 months with a multidisciplinary team.
More info there : https://www.linkedin.com/company/grandmashome/ Or the ItchIO here: https://gamagora.itch.io/grandmas-home Github here: https://github.com/MissBidule/Grandma-s-home
For this project I did the implementation of the Unity Transport (UTP) for the Purrnet multiplayer plugin. https://github.com/PurrNet
I worked as an intern for 4 months in the project; I did exploration and started the implementation of an addition-based method for BIM (Building Information Model) procedural generation. I use C++, CGAL, and combinatorial maps.
https://bim-4-sim.projet.liris.cnrs.fr/
My BUT formation allowed some groups to take on bigger projects that were not made by the university but were requests from real clients. In this project my technical contribution was less than the other members', but I led the interaction with the clients. Which included understanding their need, helping them find out what they truly needed, and proposed technical viable solution and help then understand what was the advantages and disadvantages of each solutions.
https://github.com/helisoya/SAE-Equilibre
While we weren't working full time the project lasted more than 6 month.
A game born from a scientific game jam, its purpose was to introduce people to optics through puzzles. During this game jam, I led a team of beginners in video game creation. I had 2.5 graphic designers (one was there only shortly) and one complete beginner who majored in math and physics. Thoughts the 2.5 day of the Jam I runed them through a crash course on how to use graphic software (the graphic designer weren't used to it and not a to pixel are ones), how to use the game engine and versioning tools like Git. I then directed them toward tasks they could easily accomplish, like creating levels by assembling components I coded or creating simple UX for the games. While they created the level, be it in the engine with placeholders or by drawing on paper, the main graphic designer created the assets that we listed at the beginning of the project when we defined the scope of the game for the game jam and the priority for the game mechanics. And as the only programmer, I coded the entire back end of the different mechanics of the game, but the math major was tasked with doing simple tasks like the interfaces and the game menu or musical things that are accessible and where you can find good tutorials with me there to help him if he had issues.
While it was a relatively long weekend, we managed to ship the game. There were some big bugs, but as the only programmer by formation, it was complicated to do better. I don't really think I could have managed this project better with the resources available at the moment, but if I had to change something, I would have added another programmer to the team; this would have lead to a way cleaner code as i didn't really have time to do things properly since I needed to manage the team and help the other at the same time.
The initial project is there: https://github.com/Nepheshria/Optic-Chambers and the updated version is there: https://github.com/VyniosNikolaos/Optic_Chambers_Update
Later on, with another programmer colleague, we took the project and tried to fix the issues it had as an academic project, but some of the issues were too complex to fix, as we would have needed to entirely rewrite the laser calculation, and that would have taken too long for the time allowed for the project. The main issue is that the recursion algorithm I use to calculate the lasers' paths can create infinite recursion rather easily, and there was no good way to fix it available to us.
- Email: justinvillerot@gmail.com
- LinkedIn: https://linkedin.com/in/justinvillerot
- ItchIO: https://villerotjustin.itch.io/
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