Contact me

Hi!🤙

I'm Alexandre Serex (he/him)

I'm a software and devops engineer, tools programmer and game developer on Unreal Engine and Godot.

You can hire me as a consultant.

Python
C++
Web
Qt
Gamedev
Unreal Engine
Godot
Docker
Automation
DevOps
Gitea actions jobs to deploy a multi-platform Godot project to Itch in less than a minute

Things I did

A portfolio of things I did that are not hidden behind a NDA.

Things I do

Over the course of my gamedev career, I had the opportunity to learn many things. Programming languages, frameworks, good practices, project management, software architecture... here's the gist of it.

Python
Qt
Web

Tools come in all shapes and sizes. Plugins for your favorite tools, simple scripts, standalone native applications, databases, online services or automations, you name it. Pick you favorite, I have developed and setup all of these.

DevOps
Automation

Nowadays, infrastructure and process management are keys when managing a software project. That's why I've focused my latest efforts to learning VCS management, Infrastructure-as-Code, container orchestration and of course general DevOps concepts.

Management
Gamedev

Software is one thing, but they don't make games, people do. Through my work experience I had the opportunity to work with a wide variety of people, in different team sizes and on projet of different scales. This privilege has taught me to communicate and collaborate efficiently in about any kind of team.

⌨️ Programming

Python Qt Web fullstack Motion Builder C++ C#

🎮 Game dev

Unreal Engine Godot Mocap management Tech Animation Tech Art Unity

🚀 Devops tools

Git Perforce Docker GH Actions Bash Terraform / OpenTofu

🧠 General skills

Software Architecture Teamwork Project Management Communication Leadership Agile practices

🔨 General tools

Flow Jetbrains IDEs VSCode Gitea Coder Jira

Things I plan on doing

One never stops learning. Here is the next few steps on my game development journey.

DevOps
Automation

Infrastructure-as-Code and Kubernetes are two staples of the of cloud management nowadays, allowing software services to scale, self-repair and evolve seamlessly. This is why I want to explore these technologies further to be able to provide the most foolproof development environment possible, for myself and others.

DevOps
Gamedev

Godot is a hell of a game engine, not because it has the most features or makes the best games, but because the developer experience is great. It's lightweight, elegant, easy to automate for CI/CD and makes iterating really easy. That's why I want to use it more than any other game engines.

Management
DevOps
Gamedev

Unreal Engine is somewhat difficult to work with. It'a filled with awesome features but unlike Godot, it's not lightweight at all. Epic Games makes a lot of effort to counteract these issues and enhance the develop experience with tools like Zen server and Horde. These tools need to be setup accordingly though and this is what I plan on doing.

Experience

2017

Qt
C++
Python

Finished my Bachelor degree in Software Engineering at the HE-Arc, Neuchâtel 🇨🇭. I was taught software design, patterns and a variety of languages and frameworks.

My bachelor project was made in collaboration with Z1 Studio and the NIFFF. It is called Horao and I was in charge of building an OSC manager to transmit face-tracking data coming from an Intel camera to the rendering engine.

2018

Web
Python
C++

Did my civil service at the Ecological Engineering Laboratory, EPFL. I was tasked to do a fluid simulation of Lake Geneva in Python, an instrument controller in C++ on an Arduino that lived for 6 months at the bottom of the lake and a Website to visualize where and when data has been collected on a map.

Moreover, this service was an opportunity to collaborate with doctors and post-docs from around the world on a variety of scientific projects.

This year I also organized the LearnIT Event which you can read more about here.

2019

Python
Management

I joined Quantic Dream as a Motion Capture (Mocap) Pipeline Developer. I was responsible of any process related to producing an animation using Motion Capture, from their planning to their integration in-engine.

In 2019 I started my work there by revamping the tools to define where, in any given take that we shot on set, the animation actually started and finished. This process used to take hours, break easily and bottleneck the pipeline. Nowadays, it just takes a few seconds and is barely an afterthought.

A new production management tool was introduced at Quantic this year: Flow (previously Shotgun, then Shotgrid). This tool had to be heavily adapted to fit our pipeline and workflows and I wrote an Python library to better access its API from our various tools.

Read more about this here.

2020

Python
Qt

I started the development of my biggest project at Quantic Dream: an automatic Mocap retargeter.

With the automatic retarget, the Lead animator could, in a single click, gather all the animations that were shot for a day, calibrate them, retarget them using Motion Builder and export them to Maya and the engine. Read more about it here.

2021

Python
Qt

My second biggest project at Quantic was the Live Motion Capture manager, for which development started soon after the automatic retarget gave good results for the bulk of our animations.

The Live manager is a Motion Builder plugin that lets the user create a 3D reconstruction of whatever is happening on set, in realtime. This lets us get a good idea of how our characters move relative to each other and to the level. Read more about it here.

2022

DevOps
Web

The year 2022 was a year of learning. While continuing the development of the previous tools and projects, I could learn the ins and outs of devops and fullstack web development through docker, Postgres, FastAPI and VueJS.

2023

DevOps
Web

The teachings of the previous year came to the rescue when Flow unexpectedly stopped supporting a key part of our pipeline: event-based workflows.

The solution for this issue was to replace the missing support with a full stack website, built with Django, Postgres and Vue. This website was tasked to receive webhooks from Flow and process them asynchronously. Read more about it here.

2024

DevOps
Gamedev

The year at which I quit my job to launch Game Dev Space, an online platform dedicated to improve the development environment of game developers.

After 5 years in the AAA industry, I wanted to bring back what I learnt from it to a more varied audience. The swiss game development community is very dear to me and I hope I'll be able to leave a positive mark there by helping others build there games in good conditions. Read more about it here.

I also started teaching game development and tools programming at the SAE Institute Geneva.

Hire me or my product

If you want to benefit from my experience on software engineering, devops and automation, motion capture or tools programming, I'm available for work as a consultant.

If you're interested in having a DevOps platform on the cloud for your game, feel free to give Game Dev Space a try.