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


Video

"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


Video

"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


Video

"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


Video

"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


Video

"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