Mathieu MEZIERE
C++ and C# Programmer
Gameplay • UX/UI • Technical Art
"Passionate about game development, I am a freshly-graduated game programmer specializing in UI, UX, gameplay, and technical art. Curious and detail-oriented, I enjoy finding creative solutions to enhance the player experience. I particularly appreciate art, teamwork, new challenges and good feeling experiences."

Languages
🇫🇷 French
Native
🇬🇧 English
Fluent
🇯🇵 Japanese
Learning basics
Projects
Jams / Solo projects
Art
Mathieu MEZIERE - 2026
Dofus - Client
6 months internship • 2026 • On going
WARNING : This section is currently under work
NDA : Some details are currently unavailable due to confidentiality clause

Newly announced class Bellaphone in Dofus Unity.
My Contributions
Here are a few of my contributions on Dofus throughout the 4 monthes I’ve worked on the project. (2 months remaining)
Pipeline & Producing
Solo-drove a visual revamp for a specific in-game system.
Ran weekly meetings for advancement and producing.
Gathered playtest feedback, including from ZEvent streamers.
Handled multi-pôle micro-producing: ticket creation and resolution for the feature.
Cleaned up the codebase for this system.
Technical Art
Built a complex universal HLSL shader handling multiple usages and color contexts.
Also built materials around that shader for the best visual experience.
Built procedural glow and perspective tricks optimization, for that shader.
Solved readability, UX, and colorblind-friendly color problems.
Produced UI shaders, as well as VFX for Game Design prototyping.
Codebase & Tooling
Worked within a complex, 20-year-old architecture codebase.
Worked parallely with a new entity and map rendering system.
Handled Merge Requests and reviewed teammates' work.
Used CI/CD tools and build pipeline, including data and custom branches.
Used GitKraken and advanced coding environment.
User Experience & User Interface
Bug-fixed interfaces.
Built new secondary interfaces.
Brought feedbacks on other coworkers work
Debugging
Created and resolved tickets via YouTrack, tracking issues and bugs.
Tested the game to produce feedback and surface bugs.
Debugged performance issues across multiple environments and contexts.
Team & Credits - Client Team
Mathieu MEZIERE
Valentin ROUSELLE
Hubert RAMIANDRASOA
Jacques CAVAILLAC
Matthieu RICHARD
Benoît VIDOT
Maxime LAGACHE
Léo GARREAU
Thibault ARLOING
Guillaume CATTO
Sébastien ARDANT
Jérémie SEGURA
Mathieu MEZIERE - 2026
Junkboard Rush
8 months • 2026 • 10 people + 4 outsourcers • PC
"Junk Board Rush" is a free-for-all, multiplayer battle arena for up to six players. Players enroll a hoverboarder and compete against ruthless opponents in fast-paced, chaotic matches full of spectacle and intensity.
My Contributions
Here are a few of my contributions on Junkboard Rush throughout the 8+ monthes I’ve worked on the project.
Leadership & Producing
Led development and production: defined milestones, planned sprints, ran weekly Monday syncs.
Tools: Miro for boards and macro planning, Notion for task tracking, Discord for comms.
Ran an 8-month cycle with monthly jury reviews and investor-pitch style deliverables.
Retro-planned against fixed dates, re-prioritizing scope whenever it had to shrink.
Owned data-driven GD and 3C features, mechanics and architecture were decided collectively.
Built multiplayer networking on the fly, in parallel with leadership duties.
3C & Controller Systems
Built data-driven architecture for controller, camera, player states, and character parameters.
Owned controller logic up through the network layer, via Unreal's CMC saved-moves pattern.
Learned Unreal's multiplayer quirks on the fly, within the 8-month timeline.
Pair-programmed controller/camera features live with a Game Designer, as a recurring workflow.
Extended CMC saved-moves to drive speed sources, boosts, and grind rails alongside the camera.
Organized the architecture around tunable variables for tech animation and game feel iteration.
Gameplay & Level Features
Owned gameplay/LD features: rails, ramps, boost pads, plus tooling for faster LD iteration.
Rails: Sonic-inspired grinding feel, custom CMC network state with reconciliation and client-prediction.
Boost pads: tricky to balance inside the controller, pushed with heavy pre-testing.
LD tools: BP prefabs, data structures for metrics, visualization tools for level elements.
Designed in-game render screens for Level Art, later scrapped for time reasons.
Networking (Gameplay Side)
Backend/replication owned by a teammate; my scope was gameplay networking.
Kept boost pads, ramps, rail grinding, tricks, nitro, bumpers consistent and feeling good in multiplayer, extending the 3C work in parallel with my coworker.
Synced gameplay state through the CMC's replicated moves, keeping controller feel authoritative across clients.
Main challenge: fast-paced, feel-driven gameplay made consistent feel across clients hard, multiplayer was a lesson learned the hard way.
User Experience & User Interface
Implemented the full UI: menus, animations, polish, and shaders from the artists' concepts.
Built the networked HUD: bugfixed, shader-driven, animated, tuned for readability.
Highlight: a dynamic killfeed system, Overwatch-style, adapting to the situation instead of a static log.
Joined UX meetings and feedback sessions, running playtests for readability and gameplay integrity.
Directed all the UI production, from concepts to in-game integration, supervision or self-integration.
Technical Art & Animation
Handled in-game animation for character and board: procedural rigging to full Animation Blueprint logic.
Built a foot control rig for procedural board-foot animation, plus semi-procedural board animation.
Implemented trick and combo animations, the Animation Blueprint, and all underlying animation logic.
Tuned blending, pose transitions, and responsiveness; built an automatic system for contextual animations based on gameplay state.
Made shaders for in-game screens and master materials for interfaces.
R&D on a post-process comic-style shader.
Handled optimization, render cheats, and tweaks.
Team & Credits
Game Programmers
Mathieu MEZIERE
Audran PAVOT
Game Designers
Anatole MAROTINE
Félix SUN
Yannis Zenaïdi
Game Artists
Thaïs DESCAMPS
Julia IONAS
Zeyu RONG
Thomas HOESTLANDT
Stéphane KOKOU ATOKOU
Sound Designers
Guillaume Hoarau
Emilien Miloch
Gauvain Wattelet
Special Thanks
Nolwenn Barthélémy
Daniel De Almeida
Butch Mc Cain
All our playtesters
Mathieu MEZIERE - 2026
Out of Stock!
4 months • 2025 • 14 people • PC
"Out Of Stock!" is a multiplayer party game where you and your friends play as supermarket clerks. Your goal? Satisfy customers by completing tasks as efficiently as possible, whether through cooperation, or not...
My Contributions
Here are a few of my contributions on Out of Stock! throughout the 4+ monthes I’ve worked on the project.
Leadership & Producing
Defined milestones, broke features into tasks, estimated workload, distributed work.
Tracked progress, kept the codebase clean as much as possible, adjusted planning as needed.
Managed a teammate working remotely from Singapore despite the time difference, improving comms and documentation.
First multiplayer project in Unity, built from scratch under a tight timeframe; local version solid, multiplayer stability fell short of expectations despite strong effort.
User Experience & User Interface
Handled responsive layouts, cleaned up logic, improved overall usability.
Implemented and polished animations for feedback and feel.
Tuned colors, readability, and interactions for clarity and "juice".
Adapted artists' UI concepts to match the game's cartoonish 70's style: bounce, energy, personality.
Technical Art
Owned art pipeline integration: VFX, animations, shaders, and gameplay-responsive procedural materials.
Built a fully paintable dirt system for market environments, real-time and synced across multiplayer clients.
Developed tools and gizmos for Game Designers to edit features easily.
Optimized the system for performance while keeping it responsive and stable networked.
Gameplay & Network
Gameplay programming for side features, animation systems, and networked them across clients.
Used animation, shaders and tweens to polish prog-driven Level Design elements.
Implemented Steam achievements.
Prizes
Out of Stock! has been recognized with the following international awards and 2000$ cashprize:
Team & Credits
Game Programmers
Mathieu MEZIERE
Aloïs TUPINON
Pierre FERRARI
Thomas DRUESNE
Game Designers
Thomas MOTTET
Anatole MAROTINE
Enzo FERREIRA DE ALMEIDA
Maxime PAWELSKI
Game Artists
Clara PROVILLE
Lucky COQUANT
Marine TEZENAS DU MONTCEL
Amélie DEL NEGRO
Juliette BLONDEL
Sound Designers
Eliot TRANSON
Thomas MOTTET
Special Thanks
All our playtesters
Mathieu MEZIERE - 2026
Out Of Stock! Demo
2 months • 2024 • 10 people • PC
"Out Of Stock!" is a local multiplayer party game where you and your friends play as supermarket clerks. Your goal? Satisfy customers by completing tasks as efficiently as possible—whether through cooperation, or not...
My Contributions
Here are a few of my contributions on Out of Stock! Demo throughout the 2 monthes I’ve worked on the project.
Leadership & Producing
Defined milestones, broke features into tasks, estimated workload, distributed work.
Tracked progress, kept the codebase clean as much as possible, adjusted planning as needed.
Managed a teammate, especially for comms on fast-iteration features, or as a mediator between Designers or Artists.
First local multiplayer project in Unity, built from scratch under a really tight timeframe; with customisation and demanding polish level.
Ran playtests targeting visual clarity and readability.
Gameplay & Level Design
Contributed to some secondary level-side gameplay features.
Contributed to some secondary player-side gameplay features.
Worked on AI-related gameplay elements.
AI & Non-playable characters
Implemented NavMesh-based pathfinding with custom rules and behaviors.
Built state machines driving AI decision-making.
Built a semi-procedural visual generation for NPC variety.
User Experience & User Interface
Owned the full UI/UX scope: menus, interfaces, in-game UI, HUD.
Built UI animations and shaders for interface polish.
Handled UI compositions, assembling interface elements into cohesive screens.
Polished interface via shaders for visual consistency.
Technical Art
Built animation systems: playback logic and transitions between states.
Created polished and dynamic gameplay shaders reacting to gameplay state and fine detail.
Integrated art assets and customization assets into gameplay.
Team & Credits
Game Programmers
Mathieu MEZIERE
Victor REGARD
Game Designers
Thomas MOTTET
Anatole MAROTINE
Enzo FERREIRA DE ALMEIDA
Game Artists
Clara PROVILLE
Lucky COQUANT
Marine TEZENAS DU MONTCEL
Amélie DEL NEGRO
Juliette BLONDEL
Sound Designers
Thomas MOTTET
Anatole MAROTINE
Special Thanks
All our playtesters
Mathieu MEZIERE - 2026
Salmaris
4 months • 2024 • 12 people • PC
WARNING : This section is currently under work
"Salmaris" is a solo first-person shooter where you face numerous creatures in the middle of the desert. Your goal? Find water to keep your plants alive; that's very important.
My Contributions
Here are a few of my contributions on Salmaris throughout the 4 monthes I’ve worked on the project.
Vision Owning & Leadership
Came up with the original idea and vision for the project.
Wanted something feel-driven and cathartic to play.
Concept born with a friend, on the way to grab lunch, kept simple and without overthinking it.
Pitched the vision to the team and took the lead on the project.
Coordinated across pôles (departments/teams).
Held veto power on features, as both dev vision and owner vision.
Tracked progress, kept the codebase clean as much as possible, adjusted planning as needed.
3C & Controller Systems
Built data-driven architecture for controller, camera, player states, and character parameters.
Owned controller logic up through loads of playtest and experimentation, always feel-driven.
Pair-programmed controller/camera features live with my friend and coworker as a recurring workflow, especially for different feel and sensibility pov.
Organized the architecture around tunable variables for instant fun and game feel iteration.
Gameplay & Level Systems
Data driven director
Monster wave spawning system
Key-door side level design mecanic
Shop and weapon upgrade system > Linked to a coworker weapon data system
Narrator and subtitles dialog system
User Experience & User Interface
All menus interfaces
All in-game interfaces
Procedural UI animations and feedbacks via interface shader
UI animations, game feel and VFX
Technical Art
Shaders
Art integration and optimization
Art/dev pipeline orchestration
Level Design
Tutorial and first-step in world
Testing and game feel-driven feedbacks
Team & Credits
Game Programmers
Mathieu MEZIERE
Aloïs TUPINON
Game Designers
Guillaume LUTUN
Lana REN
Aman SINGH
Luc CARRANT
Game Artists
Ged LOEWENGUTH
Thaïs DELSOL
Pauline AGOSTINI
Jean-Fabrice BLANC
Léontine LORRILLIERE
Stéphane KOKOU ATOKOU
Sound Designer
Luc CARRANT
Mathieu MEZIERE
Special Thanks
All our playtesters
Mathieu MEZIERE - 2026
Donjon et Carton
2 months • 2023 • 8 people • Mobile
WARNING : This section is currently under work
"Donjon et Carton" is a roguelite mobile game based on paper and cardboard, where you need to defeat the boss of the dark dungeon. Confetti and glitter are your best win conditions.
My Contributions
Here are a few of my contributions on Salmaris throughout the 2 monthes I’ve worked on the project.
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Team & Credits
Game Programmers
Mathieu MEZIERE
Victor REGARD
Game Designers
Noé BRASIER
Marie VALLÉE
Liz GUILBERT
Martin SKUTNIK
Game Artist
Mathieu MEZIERE
Sound Designers
Noé BRASIER
Marie VALLÉE
Special Thanks
All our playtesters
Mathieu MEZIERE - 2026














