>_ CV.TXT

Loïck Rivemale

Unity XR & Rendering Engineer — 8+ years, remote · Desktop & VR/XR

lo.rivemale@gmail.com · linkedin.com/in/loick-rivemale · github.com/Arghonot · loick.rivemale.space

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Profile

Unity engineer specialising in XR, real-time rendering and technical art. Eight years building production VR/AR applications and the low-level systems behind them: GPU-based interaction systems, custom shader libraries and render features, worldspace VR UI toolkits, and full-body motion-capture pipelines. Experience spans freelance delivery, a VR product studio (Retinize) and industrial aerospace software (Airbus Defence & Space).


Professional Experience

AR Video Platform — Freelance, Unity XR Engineer (NDA client)

2025 – present · 7 months

Confidential AR/XR application developed in Unity for a private client under NDA. The project involved building a production-ready immersive experience with strong constraints around mobile performance, stability, offline usage, content delivery, and on-device deployment.

C# · ShaderLab · Shader Graph · Unity · Rider · Git · Augmented Reality

8K→4K Compression Pipeline — Pipeline author (2025–present)

A bespoke video encoding and decoding pipeline built to bring 8K source content onto AR glasses: masters are transcoded into a 4K-compatible delivery format that decodes on-device within the headset's memory and bandwidth budget, with no perceptible loss at viewing distance.

Animotive — Retinize, Core engineering team

2020 – 2025 · 4 years

Core member of the engineering team on Animotive, a VR multiplayer virtual production and animation platform, from pre-release development through commercial launch and post-release support.

C# · ShaderLab · Shader Graph · Unity · VR · Mocap

VR Worldspace UI Toolkit — Toolkit author (2021–2025)

A full in-house worldspace UI toolkit for Animotive, designed and built in close collaboration with the UX designer so that every interface in the product — timelines, menus, inspectors — could be authored in VR with consistent interaction rules.

Collider-Free Raycast System — System author (2021–2023)

A GPU-based, collider-free raycasting system built for Animotive's FBX import pipeline, where colliders do not yet exist but the app still has to know which submesh the user is hovering — on static objects and on live animated Skinned Mesh Renderers alike. Hover results in a few milliseconds, no extra cost for animated meshes, and millions of single-hit raycasts resolved in under 30 ms.

In-House Shaders & Render Features — Rendering engineer (2020–2025)

Authored every in-house shader and custom render feature used in Animotive, and owned the optimization of the rendering pipeline for complex, densely populated VR scenes running at VR framerates.

Dragonfly — Airbus Defence & Space, Feature developer & integration lead

2017 – 2020 · 3 years

DragonFly is a multi-platform industrial data visualization and manipulation tool (Desktop + VR) developed in Unity within Airbus Defence & Space. Chosen as the group's official VR visualizer, it has received multiple internal awards. I contributed as feature developer and integration lead, working on measurement tools, 3D gizmos, and custom API integrations (TCP/UDP/REST).

C# · C · C++ · Java · Unity · Blender · Git · Jira · SQLite · VR/AR · UDP/TCP

S³ — Satellite Sizing Suite, Module developer (2019–2020)

S³ is a satellite accommodation pre-design tool. I developed modules enabling another team to use DragonFly as their visualizer: networking features, procedural mesh generation, object snapping, and advanced CAD-style interaction tools.

Solar System Simulation, Simulation developer (2018–2019)

Built a real-time solar system simulation to visualize satellite missions in Desktop and VR, including a custom double-precision coordinate system to overcome Unity's floating-point limitations at astronomical scales. Deployed in VR at Toulouse Mission Control.

Factory Layout VR Validation Tool — Architectural verifications in VR (2017)

Helped a manufacturing team validate facility layout using VR. Users could explore building architecture at scale, test movement flows, and evaluate design choices in a virtual environment.

Autostereoscopic Engine — Internal R&D

2016 · 5 months

Worked on internal rendering tools and early-stage display technology prototypes.

Unity · C# · WebGL · Rendering


Education

Epitech — Master's degree in Software Engineering

2013 – 2018 · France

Project-based curriculum: C/C++, systems, graphics and team projects. Graduated with a specialisation in real-time 3D.

Beijing Jiaotong University — Computer Science, exchange year (2016–2017)

Exchange year in Beijing, China, taught in English, plus Mandarin classes.

Saint-Joseph High School — Baccalauréat STI2D

2011 – 2013 · Rodez, France

Engineering sciences track: electronics, mechanics and programming.


Technical Skills

Languages

C#, C, C++, Java, HLSL / ShaderLab, JavaScript

Engines & rendering

Unity (URP, custom render features), Shader Graph, WebGL, compute shaders, GPU-driven interaction systems, VR/XR performance optimization

XR & motion capture

Meta Quest / PC VR, AR glasses (Android), Photon Bolt multiplayer, full-body tracking (Vive trackers, Xsens), worldspace UI

Technical art

Gaea, World Machine, Blender, Photoshop / Photopea, procedural terrain, look-development

Tooling

Git, Rider, Jira, SQLite, TCP/UDP/REST integrations, Linux


Personal Projects

Artistic projects

Ongoing personal work in technical art and visual development: shader studies, procedural landscapes, rendering experiments, and small artistic prototypes.

Terrain Creation

Procedural landscapes built with Gaea and World Machine, used as a base for environment studies, look-development, and technical/artistic experiments in Unity.

XNoise

A nodal noise generation tool for Unity based on a port of libnoise, rewritten entirely in shaders. Supports Perlin, Billow, RidgedMultifractal and Voronoi, and exports 2D, spherical or cylindrical maps.

Sieur Flamme

A self-directed story-driven video series built around a custom rendering system emulating the look of retro games, mixed with dungeon synth and dark fantasy aesthetics.


Contact

Email: lo.rivemale@gmail.com

LinkedIn: linkedin.com/in/loick-rivemale-080b9789

GitHub: github.com/Arghonot

Instagram: instagram.com/argrafix

Portfolio: loick.rivemale.space

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