Charlotte Blond
Engine / Game Developer
Charlotte Blond
About Me
What I Do
Modding
I was part of the Unreal Tournament modding community, working extensively with UDK 3 to create custom mods, games, and maps.
The Source Engine is one of my favorite game engines, and I actively participated in the Half Life 2 community, contributing to standalone modification projects such as Jurassic Life.
Hobbies
I started developing things at 12 because I’ve always been interested in digging inside games or software to find out how things are made.
In my personal time I’m working on custom 3D Engine creation using DX or Vulkan. I also deep diving into tech art subjects and rendering
I did a proof of concept of a custom Taiko No Tatsujin Game Engine with SDL.
Language
I always been interested in learning Japanese so I started self learning Japanese, going to language exchange events in Paris and talking daily basis Japanese!
My goal is to be fluent so my next big plan is to move to Japan!
Leadership
I joined a VR company project for 5 years as CTO.
I really loved developing immersive tailor-made multiplayer training serious games.
I really like taking actions, thinking about solutions, and taking care of the team I’m in charge of.
Software I Use





Resume
Works
2023
Douze Dixième
Lead Programmer
I'm currently working on an unannounced game with a customized Unreal Engine 5 tailored to match our studio's art style.
Project Transition: The team's previous title was developed using a custom in-house engine. I was recruited specifically to facilitate a smooth transition to Unreal Engine for the current project.
Technical Leadership:
- Leading the development team
- Maintaining source control server infrastructure
- Implementing CI/CD pipelines for automated engine builds
- Managing PC and console build processes
- Ensuring build stability through comprehensive testing
As Lead Programmer, I participate in production meetings, collaborate closely with team members to address their needs, and contribute directly to gameplay programming.
2022 - 2023
DARK MATTERS
Software Engineer
I collaborated closely with the Previz team for film and TV production, deploying customized Unreal Engine solutions to create specialized tools tailored for movie, TV show, and music video processes. Our workflow incorporated numerous open-source applications, with each tool specifically adapted to meet our production requirements. My contributions included:
Custom Software Development:
- Customized Blender implementations
- Tailored Kitsu software solutions
- Organization and delivery of Unreal Engine training sessions for team members
Production Technology:
- Asset optimization techniques
- Custom tools for LED wall shooting in TV and film production
Engine Development: After these projects, I transitioned to the team responsible for our custom 3D DX12 Engine, where I managed the pipeline development team, focusing on:
- Multi-format texture loading (Multi-Layer EXR and PNG)
- Editor UI development
- HLSL shader programming for production tools
- Texture file to DDS conversion utilities
- 360° EXR sequence playback systems for LED wall implementation
2021 - 2022
Mathematic Studio
CG Sup / Pipeline Unreal Engine
I led the real-time team for various high-profile projects spanning game trailers, TV shows, and film productions. My primary responsibilities included:
Pipeline Integration:
- Developed the internal Unreal Engine pipeline to seamlessly integrate with studio applications including Blender, Maya, Houdini, Adobe Painter, Cinema 4D, and Nuke
- Created automation tools for asset import and quality assurance processes
External Studio Collaboration:
- Managed incoming data from game studios
- Prepared and adapted custom engines for internal team use
Render Infrastructure:
- Implemented server infrastructure for automated rendering with available render farm resources
- Trained team members in transitioning from offline rendering workflows to real-time pipelines
Notable Projects:
2020 - 2021
GAMELEON STUDIO / GameSup
GPP C++ / Game Dev Teacher
I served in a dual role as an educator and game developer, balancing teaching responsibilities with hands-on development work:
Teaching Experience:
- Instructed students across multiple game development disciplines:
- Core development concepts
- Technical art workflows
- Production methodologies
- Pipeline optimization
- Performance optimization
- Primary teaching focus on Unreal Engine and Houdini with supplementary HLSL instruction
Internal Game Studio Role:
- Worked as a Gameplay Programmer in the institution's internal game development studio
Technical Infrastructure Management:
- Oversaw deployment and maintenance of server infrastructure
- Managed technical resources for both internal teams and student needs:
- Source control systems
- Network-attached storage (NAS)
- Production and collaboration tools
2016 - 2020
UniVR Studio
CTO
At age 17, I initiated and led a specialized service focused on Serious Games within the VR industry:
Business Development:
- Established a new division targeting immersive training applications
- Secured partnerships with major clients in pharmaceutical, medical, and transportation sectors including Sanofi, SNCF, Stryker, and BBraun
Leadership:
- Managed a team of 13 professionals
- Oversaw task allocation and workflow management
- Maintained client relationships and production coordination
Technical Direction:
- Developed and maintained custom Unreal Engine plugins and specialized engine builds
- Implemented CI/CD systems for automated building and testing
- Designed pipeline tools to enhance efficiency, speed, and reliability of development processes
Coding Skills
- C++
- C#
- Java
- HLSL
- GLSL
- C
- Python
Softwares
- Perforce
- Git
- SVN
- DirectX
- Unreal Engine
- Blender
- Houdini
- Jenkins
- Unity
- Godot
- Source Engine
- CD/CD Pipelines
Soft Skills
- Team Leadership
- Versatile
- Problem Solving
- Communication
- Flexibility
- Fast Learner