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Work Background
Chief Technology Officer
GolootChief Technology Officer
Jul. 2020Montréal, Québec, CanadaLeadership and Management: - Directed engineering and data efforts from the company's inception to achieving 120k+ MRR. - Oversaw the growth and transformation of a multi-faceted product within the advertising industry. - Led engineering and data teams, ensuring alignment with business objectives. Technical Initiatives: - Spearheaded engineering and infrastructure projects, adapting our solutions through extensive R&D. - Collaborated closely with the product team to synchronize business goals and technical efforts. - Provided technical insights and strategic vision to the CEO and executive team. Collaboration and Support: - Worked with sales and network operations teams to support, guide, and gather requirements. - Hired, mentored, and developed technical staff, fostering a culture of excellence and innovation. Infrastructure and Best Practices: - Monitored and optimized cloud infrastructure (GCP), ensuring budget adherence and cost efficiency. - Implemented and supervised engineering best practices, including team collaboration, code reviews, CI/CD pipelines, and QA processes. - Supported and participated in day-to-day operations, from implementation through QA and deployment. - Enhanced and refined processes and agile methodologies (Scrum, Kanban, reviews, etc.). Technologies: Infrastructure: GCP (Cloud Functions, Load Balancer, Pub/Sub) Programming: Javascript and Typescript (Node.js, Nest.js, React), Go Databases: PostgreSQL, Firebase Data Pipelines: BigQuery, Dataform, Dataflow
Head of Technology
Redpill VRHead of Technology
Mar. 2020 - Aug. 2020Leadership and Management: - Directed the technical and engineering efforts to create the RedPill VR platform based on Unreal Engine 4.0, enabling seamless multiplayer live concerts in VR. - Aligned with the CEO and COO on objectives and roadmap, ensuring strategic goals were met. - Supported fundraising activities through budgeting, deck creation, and presentations. - Hired, mentored, and supported a team of programmers and technical artists, fostering a collaborative and innovative environment. - Managed external development initiatives and provided support to the content creation team. Technical Initiatives: - Led the development of the core engine and VR toolkit, including core mechanics, player and NPC interactions, and game objects. - Supervised significant improvements to the Venice Engine, an AI-powered audio stem separation engine. - Led the Broadcast research and development efforts and the Redpill Launcher external development effort. - Managed the technical art team and efforts regarding to character creation and VFX creation toolkit - Focused on GPU and CPU optimizations to enhance performance and user experience. Technologies: Game Engine: Unreal Engine 4.0 Cloud Services: AWS Programming Languages: C++, Python, javascript
Technical Director
Redpill VRTechnical Director
Aug. 2019 - Mar. 2020Studio Establishment: - Played a key role in establishing the Redpill VR Canada studio. - Hired and managed a team of technical staff, including engineers and technical artists, fostering a creative and productive environment. Technical Direction: - Provided technical direction for the creation of real-time VR scenes, ensuring high-quality and immersive experiences. - Led collaboration efforts with the Redpill VR CTO to align on technology strategies and development. Core Technology Development: - Contributed to the development of Redpill VR’s core technologies, enhancing the platform's capabilities and performance.
Advisor
GolootAdvisor
Jan. 2019 - Jul. 2020Technical Advisor to the CEO
Studio Technical Director
LuckyHammersStudio Technical Director
Feb. 2018 - Jul. 2019Studio-Wide Initiatives: - Drove technical initiatives to foster talent, knowledge, and best practices across the studio. - Coached, led, challenged, and mentored technical staff and leads. - Actively participated in the hiring process for technical team additions. - Provided knowledge and recommendations to senior leadership, directors, producers, and executives. - Established and conducted studio technical strategies. Development: - Oversaw productions, identifying technical challenges and risks, and providing guidance for resolution. - Guided teams while shipping for profiling and game optimization - Collaborated with other departments to identify technical constraints and specifications. - Established technical pipelines and QA strategies to ensure game quality and performance.
Technical/Programming Lead
WB Games Montreal Inc.Technical/Programming Lead
May. 2017 - Jan. 2018Montreal, Canada AreaLed a team of programmers and technical artists to port existing PS4 game to Android VR - Technical Direction of the project - Profiling, CPU and GPU Optimizations - Research and development; trying to keep as much as the game quality as possible with far less resources available (PS4 to Android) - Team management
Technical Producer
WB Games Montreal Inc.Technical Producer
Jun. 2015 - May. 2017Montreal, Canada Area- Oversaw the engineering group on a AAA production (Unannounced). - Conduct strategic planning of the technical aspects of the game. - Align production needs with the technical feasibility, roadmap & ROI for the product. - Establish schedule, track project milestones, and budgets for all production and programming activities.
Product Manager - RealMotion
Float4Product Manager - RealMotion
Apr. 2014 - Jun. 2015Montreal, Canada Area- Led engineering and product teams in successfully bringing RealMotion product to market. - Strategically planned and executed product development, including market analysis and SWOT analysis. - Gathered and prioritized requirements from internal and external stakeholders. - Established and maintained product development and design roadmaps. - Oversaw the development of RealMotion technology. - Led the engineering and product teams throughout the project. - Spearheaded commercialization efforts for RealMotion.
Programming Lead
Eidos MontréalProgramming Lead
Sep. 2012 - Apr. 2014MontréalThief Game (published on Xbox, Xbox One, PS3, PS4 and PC) - Lead a multidisciplinary engineering team (UI, Online & Engine/Systems); - Managed the user interface, the localization, the online components and the game flow systems. - Gathered the technical and functional requirements and oversaw its development; - Managed the design and implementation of the Thief Challenges game modes. - Conducted Technical Requirements Checklists (TRCs) on Xbox, Xbox One, PS3 and PS4; - Established and coordinated the development of the necessary game metrics and KPI; - Coordinated the necessary game features development for the companion app. - Assisted the programming director and other leads into prioritization and milestone management.
Generalist / System Programmer
Eidos MontréalGeneralist / System Programmer
May. 2012 - Sep. 2012Part of the Thief 4 System team, works on systems and optimisations Target consoles: PC, XBox One and PS4
UI Programmer
Eidos MontréalUI Programmer
Jan. 2009 - May. 2012- Responsible for the UI Systems Major contributions - UI technical Architecture - Dynamic minimap system - Async UI Resources management system.

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