Matt St-Pierre Email and Phone Number
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Over the last 20 years, I have shipped eight games with various teams and internal/external codebases. As a programmer, I worked on various rendering and game production engine features, as well as content creation tools. Since 2014, I have been managing graphics and engine teams and sometimes both. I keep people happy and productive by finding work they like on missions that matter, internal or external to our studio. Day to day, I make sure our technical art team is not blocked and have answers to their problems, work with other studio leads on making the shared codebase stable and functional. I help our architect make the team productive and order tasks, help team members when they struggle, and unblock tech artists.
Ubisoft
View- Website:
- ubisoftgroup.com
- Employees:
- 20076
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Team Lead Core Tech (Graphics + Engine)Ubisoft Aug 2020 - PresentToronto, Ontario, Canada* Remotely manage the rendering and engine teams on Splinter Cell Remake* Create and Plan of tasks according to architect goals and technical art requests* Coordinate collaborations with external studios* Create roadmaps of the larger features with team members* Integrate code from other projects* Implementation of features that my team does not have time to do* Look for topics that need owners and match those with my team members* Worked remotely on FarCry6 on a UI graphics performance issue.* Worked remotely on a voxel tech mandate -
Rendering Team LeadUbisoft Jun 2018 - Jul 2020Quebec, Canada* Managed a small team of engine and graphics programmers* Worked to make the branch ready for production* Set goals with the level design tech director and debugged lighting problems with him* Worked on a new IP that ran sims on the GPU to be used by gameplay systems* Integrated terrain system from another branch of Assassin's Creed* Collaborated with the graphics tech lead of another project (remote) on a shared codebase* Helped Immortals Fenyx Rising ship finding ways to reduce costs on the Nintendo Switch* Collaborated with team located in China on a Nintendo Switch port* Optimized certain aspects of the water rendering -
Engine Team Lead / Engine ProgrammerUbisoft Sep 2013 - Jun 2018Toronto* Managed the StarLink engine team* Shipped on the Nintendo Switch, PS4 and Xbox* Collaborated with a team in China* In-house engine called Snowdrop (The Division, Avatar)* Added support for large distances (engine did not support our large galaxy)* Worked on planet content creation based on nodes and graphs* Wrote automated tests to measure performance of weapons* Worked on an automated test that looks for stability issues* Managed the FarCry4 core tech codev team -
Graphics And Engine ProgrammerUbisoft Aug 2010 - Aug 2013Toronto, Canada Area* Graphics programmer for 3 years on Splinter Cell Blacklist* Engine programmer for 2 years* Game was built on a branch of Unreal2 and shipped on XBox360/PS3/PC* Integrated Scaleform4* Optimized performance for the multiplayer game* Wrote flare rendering code* Wrote hair rendering code* Worked on many bugs -
Graphics ProgrammerUbisoft Jul 2009 - Jul 2010Montreal, Canada Area* Shipped YourShape an XBox360 kinect game* Wrote an anti-aliasing technique based on creating lines on edges* Worked on animation code* Fixed editor tools issues -
Graphics ProgrammerElectronic Arts Jun 2008 - Aug 2009Greater Los Angeles Area* Graphics programmer on Medal of Honor* Worked in Unreal Engine 3* Worked on XBox360 and PS3* Wrote particles low-resolution buffer optimization* Wrote the bounce lighting support for moving objects using Kynapse and Beast Lighting G.I library -
Generalist ProgrammerDigital Extremes Mar 2003 - Feb 2008Toronto, Canada Area* Shipped an in-game editor called the Map Editor* The game ran on Unreal Engine 2* Deep dive and understanding of the Unreal editor code used to make the Map Editor* Wrote thermal shader in a micro-assembly pixel shader* Wrote a screen distortion effect in a vertex shader* Wrote font loader* Wrote a UI system that loaded editor scenes where widgets were placed and lit
Matt St-Pierre Skills
Matt St-Pierre Education Details
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Graduate Applied Mathematics -
Computer Science -
Computer & Electrical Engineering
Frequently Asked Questions about Matt St-Pierre
What company does Matt St-Pierre work for?
Matt St-Pierre works for Ubisoft
What is Matt St-Pierre's role at the current company?
Matt St-Pierre's current role is Team Lead Core Tech (Graphics/Engine) - Programmer - Electrical Engineer.
What is Matt St-Pierre's email address?
Matt St-Pierre's email address is ma****@****ail.com
What is Matt St-Pierre's direct phone number?
Matt St-Pierre's direct phone number is (763)-293*****
What schools did Matt St-Pierre attend?
Matt St-Pierre attended University Of Waterloo, University Of Waterloo, University Of Waterloo.
What are some of Matt St-Pierre's interests?
Matt St-Pierre has interest in Game Development, Software Development.
What skills is Matt St-Pierre known for?
Matt St-Pierre has skills like Game Development, Directx, Perforce, Gameplay, Software Engineering, Software Development, Unreal Engine 3, C++, Hlsl, C#, Shaders, Game Programming.
Who are Matt St-Pierre's colleagues?
Matt St-Pierre's colleagues are Anette Larsson, Patrick Bodard, Geoffrey Roy, Andrei Florin Baicu, Kevork Najjarian, Florin Adrian Bujini, Mihai-Alin Burcezan.
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Matt St-Pierre
System Configuration Specialist- Technical Services At Securitas Technology CanadaGreater Vancouver Metropolitan Area
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