>_ CV.TXT
Loïck Rivemale
Unity XR & Rendering Engineer — 8+ years, remote · Desktop & VR/XR
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)
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.
- Developed a custom video encoding/decoding pipeline to compress 8K source content into a 4K-compatible mobile delivery format.
- Built a Unity Android AR application for AR glasses, with a companion updater app, custom media processing tools, and backend content delivery system.
- Owned the technical architecture, development, maintenance, deployment, and client-facing delivery across the project.
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
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.
- Created a custom VR UI toolkit in close collaboration with the UX designer.
- Implemented multiplayer features via Photon Bolt.
- Developed a full-body tracking calibration workflow.
- Built a GPU-based, collider-less raycasting system for accurate submesh interaction.
- Created custom shaders for teleportation lasers, glow highlights, and visual feedback.
- Helped scale the VR UI to desktop, maintaining design and usability consistency.
- Contributed to internal R&D focused on efficient UI rendering for VR environments.
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
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).
- Built a procedural 3D shape generation library and two TCP interfaces in C# and Java to connect DragonFly with external software.
- Developed a double-precision solar system simulation and satellite telemetry visualizer to support DragonFly's adoption by Toulouse Mission Control center.
- Managed client relationships, roadmaps, and demos for projects integrating DragonFly into other teams.
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
Worked on internal rendering tools and early-stage display technology prototypes.
- Developed a WebGL viewer allowing clients to import images and files into the company's rendering pipeline.
- Built an MVP autostereoscopic rendering engine prototype based on Unity.
Unity · C# · WebGL · Rendering
Education
Epitech — Master's degree in Software Engineering
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
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