I was mandated to head the front-end development of the three new websites for Tel-Jeunes. We used a standard webpack/Gulp.js/LESS/Pug stack and the front-end (with some React/Redux for some forms), and Kentico CMS on the back-end. Due to some restructuration in the company, I was then tasked with maintaining the back-end and implementing new features.View website
This complex application presented a lot of challenges, both for the front-end and back-end. I inspired myself from one of my game tooling projects and used a JSON-based approach to simplify the creation of a proper branching questionnaire to get the proper informations from the client(s) in the front-end, in order to correctly prequalify them.View website
Relief Design's website was a perfect candidate to learn the Kentico Cloud ropes. Its simple (but quite effective) design allowed me to focus on figuring out the headless CMS. Having a restriction on API calls, I tried to build an effective caching system (using the Kentico Cloud webhooks). This turns out to be a great idea as the data is always cached and allows for extremely fast page renders.View website
For this project I was tasked with leading the front-end development for Multi-Prêts Mortgages' brand new website. Since this website houses more than 400 microsites, we had to build blocks that could be used in any and every way possible. We sucessfully built and implemented a design system that would fit these criteria.View website
This project was different as we had to build a new website that could be easily maintained by the internal staff at Air Transat once we were finished. This required us to work very closely with the engineers and designers at AT. Using newer technologies, we were able to build a solid foundation that AT was happy with and could improve upon. This worked beautifully and the site hasn't stopped evolving since then.View website
Alongi tasked us with creating a state of the art, moving website. With this in mind, Joëlle and I iterated on what we thought would be intersting for both the client and the user. We came up with a ScrollMagic based layout that would move as you scrolled down the page. In the end, this project turned out to be one of the most "experimental" ones I have done.View website
For Holobunnies: The Bittersweet Adventure, we needed an easy to use tool to create quests and items. After searching for a while, I realized it might be easier to handle and to implement in a web application. Writing the game parser was trivial as JSON is a well-known format. Using React and Redux I was able to quickly build something that was tailored specifically to our needs.View website
Two-man project with my boy Claude about holographic bunnies in space, taking a break from adventuring. I handled all of the development, from the asset pipeline to "one-click" Steam deployment tools. With a lot more people on the team than usualView game on Steam
The 2017 GGJ entry for flaming q-bit (Claude, Jim). This game was done from start to finish in a weekend. We initally drifted from idea to idea until we settled on this one. As per usual, it had loads and loads of features but were cut out due to time constraints (it initially was a tycoon!)View game on the GGJ website
I was initially tasked with replicating most of //////////fur////'s PainStation — however, we ended up doing several modifications to the game design to give (what we think is) a more modern approach to this torture device fun game. I was also in charge of making the software talk to the hardware (through Arduino) and make sure we couldn't seriously harm someone by having several disconnects and failsafes.
This is the project that started q-bit games. Claude came to me one day, bored of his indie record label and asked if I wanted to make games. I said "Yeah, sure, why not?" and we embarked on this wonderful journey that is indie game development. This being the first game I brought to completion, I learned a lot about everything surrounding the process of making games.View game on itch.io
Programming has always been about expressing my creative abilities. I find it difficult to express myself through more "normal" creative means - whether that is music, drawing, or otherwise. When I found out I could make the computer do stuff by applying logic to some strange incantations written in a text editor - I fell in love. Luckily enough for me, turns out you can make a career out of that. More to the point, though: I call myself a creative programmer because I like applying my creativity to the problems I have to solve.
Since I've been working remotely for most of my career, I've learnt how to communicate clearly and organize my work to keep projects under control. Also, while I can adapt myself to pretty much any framework/language that is needed for a particular job, I have a set of them on which I have developed an expertise.