Curriculum Vitae
Objective: Make the world better using software engineering
Areas of interest: language design, developer tools (compilers, IDEs, static analysis), procedural generation, realtime graphics, game development.
Experience |
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2024 - … | Brium - RemoteDoing stuff. |
2011 - 2023 | Google - Munich, Germany: Software engineerWorked 3 years on the main IDE used at Google, which is based on VS Code. Tech lead for the IDE extensibility.Worked 9 years on Bazel, the build system used at Google. Tech lead for Bazel extension mechanism. Main designer of the Starlark language. |
2010 - 2011 | Microsoft Research - Cambridge, UK: ContractorCompiler Software Engineer for Cross-Platform F#. This work led to the open-source release of F#, Linux/Mac packages, better editors for F# on Unix. I also helped port the F# compiler to Silverlight. |
2009 | MLstate - Paris, France: Research engineerWorked on OPA, MLstate's compiler for building dynamic websites (server & client). Worked on compiler frontend, language design, and in charge of the webserver, for both Linux and Windows. |
2008 | Microsoft Research - Cambridge, UK: ContractorWorked with the F# compiler team on performance testing and on the standard library. |
Side-projects |
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Since 2024 | LingoStoriesA free website to learn languages by playing interactive stories. |
Since 2009 | Ctrl-Alt-TestI founded a demoscene group in 2010, and we developped many realtime computer animations (using OpenGL and C++). We focus on procedural generation and extreme size optimization, e.g. Felix's Workshop and Immersion (in 64kb). |
Since 2011 | Shader MinifierA tool to minify GLSL and HLSL shaders code. |
2008 - 2010 | Emacs mode for F#It is now maintained and developped by an open-source community. |
Education |
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2002-2007 | Epita: 5 years degree in computer science (engineer's degree). |
Last update: February 2025