Jérôme Leudet Email and Phone Number
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Making a simulation platform for training and testing AI algorithms. Looking for a Machine learning engineer, a Tech Artist and Games Programmer at www.ailivesim.com
Ailivesim
View- Website:
- ailivesim.com
- Employees:
- 6
-
FounderAilivesim Sep 2017 - PresentHelsinki Area, FinlandAILiveSim provides a set of tools to develop and test various AI solutions. It is based on a parametric virtual environment developed with Unreal Engine.We are currently looking for a Machine learning engineer, a Technical Environment Artist and a Games Programmer. Find out more at www.ailivesim.com -
Ai ConsultantClearmotion Jun 2017 - PresentHelsinki Area, FinlandI help companies to implement AI into their products. -
Software DeveloperEverywear Games May 2016 - May 2017HelsinkiUltra portable and highly addictive. Games that are with you at all times. -
Senior Ai ProgrammerRemedy Entertainment May 2012 - May 2016FinlandAI for Quantum break** Gameplay:- a fleet of different enemies and friendlies- unique shooting paterns for each weapon- seamless cinematic near miss functionality- 3 alertness levels with unique behaviours- fully dynamic, AI works out of the box, place and play- dynamic slotting to keep battles interesting even when the player is outnumbered- collaborative behaviors, flank, cover fire..** Architecture:- a blackboard is at the heart of the AI, subsystems share data in an unified and efficient manner. It allows for modular components, moving dependency from Api to data.- environment analizis and spacial awareness, team placements- dynamic cover detection and selection, handles dynamically breakable covers and rapidly changing battlefield configuration** Control:- Scripted support, Action Points, Smart Objects.- Custom behavior tree developed in house using Xaitment (now iOpener): - visual editing, everyone can see what the AI is doing - reload the brains at runtime for quick iteration - live debugging, place breakpoints in the decision making - hybrid execution, time based updates and event based partial update - actions requested by the brains are implemented efficiently in c++**Movement: partnered with the amazing Gameware Navigation team there- robust nav-mesh generation, dynamic nav mesh, - animation driven locomotion, spline based paths, quatilty constraints on the splines to ensure they are navigable at target speed- start and end point constaints for smooth transitons when and arrive from the appropriate direction- good dynamic obstacle avoidance- a sector based channel: brings more information about the route, it's possible to detect tigh spots or sharp turns- tactical path finding: Enemies navigate on the covered side of the walls and approach with more paths that look more natural- danger areas, prefer avoiding spots where friendly died recently -
Software DeveloperVisual Components May 2010 - May 2012Finland- Drive the company towards agile using Hansoft- Integrate NVidia PhysX to the engine- Spline based position/direction animation for path following- Component library for creation for creation of navigation networks and path finding - nurbs tesselation using Glu- generation of point cloud using sw voxelization- Reorganization of triangles of faces in clusters to improve performance of faces with millions of triangles- Collision detection triangle level and near miss.- Windows shell extension -
Senior Ai ProgrammerBugbear Entertainment Ltd May 2008 - May 2010- Design and implementation of a behavior and handicap system, for a very precise control over player experience- Implementation of tools improvements used by level designers to give level related information to the AI- Design and implementation of component based AI library- Design and implementation of automatic car testing to find the best parameters for the AI driving code using the cars- Design and implementation of an AI learning system, where the user can teach the AI to drive the user’s route in a similar manner- Automatic track drivable area analysis prototype, analyzing the open spaces and possible navigation between them -
Senior Ai ProgrammerRedlynx Sep 2006 - Apr 2008-Design and implement AI for Warhammer 40000, turn based strategygame, to be released for both PSP and NDS.-Develop the technology of the company by implementing framework anddedicated tools to help implement and maintain AI.-Design and implement dictionary and player for Scrabble AI. -
Sw EngineerIxonos Jan 2006 - Sep 2006I worked as a software architect for maintenance of one component in Symbian 3.x at customer’s premises. -
Ai ProgrammerRedlynx Aug 2004 - Jan 2006-Design and implementation of the AI for High Seize, a turn basedstrategic game on N-Gage, published by Nokia.-Design and implement AI for Reset Generation, a strategy game release for Nokia phones later on. -
Sw Engineer TraineeCerv Sep 2002 - Jan 2003Conception of the way virtual firemen organize their actions and work as a team to conduct the standard procedures in different situations that cannot always be reproduced in reality.
Jérôme Leudet Skills
Frequently Asked Questions about Jérôme Leudet
What company does Jérôme Leudet work for?
Jérôme Leudet works for Ailivesim
What is Jérôme Leudet's role at the current company?
Jérôme Leudet's current role is Bringing AI forward - Hiring!.
What is Jérôme Leudet's email address?
Jérôme Leudet's email address is je****@****sim.com
What schools did Jérôme Leudet attend?
Jérôme Leudet attended Udacity, Enib.
What skills is Jérôme Leudet known for?
Jérôme Leudet has skills like Game Development, Artificial Intelligence, C++, Computer Games, Agile Methodologies, Gameplay, Xbox 360, Game Programming, Video Games, Scrum, Perforce, Python.
Who are Jérôme Leudet's colleagues?
Jérôme Leudet's colleagues are Teemu Saarinen, Amirhossein Gholami, Joaquin Caballero, Eljas Kauppila, Samuli Kinnunen, Mathilde Gasulla, Phuc Tran.
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