Privacy Policy

Who we are Our website address is: https://blog.local.alexandre-pestana.com. What personal data we collect and why we collect it Comments When visitors leave comments on the site we collect the data shown in the comments form, and also the visitor’s IP address and browser user agent string to help spam detection. An anonymized string created from your email address (also called a hash) may be provided to the Gravatar service to see if you are using it. The Gravatar service privacy policy is available here: https://automattic.com/privacy/. After approval of your comment, your profile picture is visible to the public in the context of your comment. ...

July 22, 2018 · 3 min · admin

Personnal projects

PBR Viewer I made a small physically based rendering viewer to be able to quickly vizualize textures and parameters in a real time engine. More informations can be found here, and the software can be downloaded here. Tiled Deferred Rendering engine and real time voxelization I wanted to be more familiar with tiled rendering, so I implemented it in C++ and DirectX11. Later I added realtime voxelization, and I’m now trying the possibilites offered by this two techniques working together. ...

January 17, 2013 · 2 min · admin

Projects

Caravan Caravan is a solo management/survival game, developed by a team of 9 students at ENJMIN. In Caravan, you have to lead a group of several people through a long and harsh journey for their survival. The dangers will come from the outside -hunger, thirst, storms, looters- but also from the inside, with the inevitable tension growing between survivors as the journey becomes tougher and tougher. ...

January 17, 2013 · 3 min · admin

Formation

Ecole Nationale du Jeu et des Médias Interactifs Numériques En octobre 2011, j’ai intégré l’ENJMIN, à Angoulême, afin de me spécialiser dans le développement de jeu vidéo. L’ENJMIN a la particularité de former aux principaux domaines du jeu vidéo, à savoir programmation, graphisme, gestion de projet, son, game design et ergonomie. J’ai donc été admis en programmation, et, l’école le permettant, j’ai choisi de suivre aussi la formation de Game Designer. Mon objectif était de connaître la méthodologie d’une spécialité que je connaissais mal, afin de pouvoir mieux répondre à leurs attentes en temps que programmeur. ...

January 17, 2013 · 2 min · admin

Professional Experience

January - May 2014: Ubisoft Montréal. Fixed term contract at Ubisoft Montréal as a graphics programmer on Assassin’s Creed Unity. April - October 2013 Ubisoft Montreuil. I worked as a graphic programmer on an unannounced project. June – October 2012: Allegorithmic. Allegotithmic is a company specialized in procedural texture generation. Their technologie, Substance is accessible from the dedicated software, Substance Designer, or from software like 3dsMax, Maya, Unity, UDK, where it’s fully integrated. ...

January 17, 2013 · 2 min · admin