Baptiste Degryse, Developer in Ottignies-Louvain-la-Neuve, Belgium
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Baptiste Degryse

Verified Expert  in Engineering

Machine Learning Developer

Location
Ottignies-Louvain-la-Neuve, Belgium
Toptal Member Since
April 9, 2020

Baptiste was previously a lead developer of Terragame, creating and supervising multiplayer VR games. He is great at setting up a strong pipeline in order to scale up the tech with confidence, moving from a proof of concept (POC) to a viable product. His background in AI, machine learning, and web development allows him to develop exceptional solutions for any complex project.

Portfolio

Terragame
C#, Unity, Unity3D, Houdini, Houdini Engine, Unreal Engine 5, Vex
Big Bad Wolf now called brandspace
Three.js, GL Transmission Format (glTF), Vue, Firebase, Unity, Unity3D
DBloke
Vue, Augmented Reality (AR), Virtual Reality (VR), ECS, Unity

Experience

Availability

Part-time

Preferred Environment

Visual Studio Code (VS Code), PyCharm, Visual Studio, Unity, Git

The most amazing...

...game I've developed is the Magic Adventure multiplayer VR game played in all Terragame centers by around 15,000 players each year.

Work Experience

Lead Developer and Project Manager

2021 - 2024
Terragame
  • Developed and supervised multiple multiplayer VR games (Magic Adventure, Magic PVP, Racing on simulator, Horror game, etc.) played in multiple Terragame center locations by around 15,000 players per year.
  • Managed other developers, multiple art interns, and outsourcing companies, ensuring best code practices and optimizing asset quality for different projects.
  • Created game environments procedurally with Houdini to make the virtual game match the physical dimensions of different play centers (around 400 square meters with different room sizes, props, doors, etc.).
  • Deeply optimized Unity games to meet the technical requirements of multiplayer VR games (90 FPS and fluid network).
  • Worked on some Unreal Engine VR game prototypes to challenge our previous approach.
Technologies: C#, Unity, Unity3D, Houdini, Houdini Engine, Unreal Engine 5, Vex

Lead Developer

2019 - 2020
Big Bad Wolf now called brandspace
  • Designed the entire technical portion of the project, including the cloud services, tech stack, and production pipelines.
  • Developed the web catalog in Vue using Firebase cloud services and interacting with a Unity project using secured WebSockets.
  • Created the Unity Viewer. Loaded 3D models at runtime securely from Firebase. Translated glTF shaders to Unity shaders and pulled information from the catalog.
  • Built two kinds of database managers, one using editor scripting in Unity and the other using Vue and Three.js.
  • Satisfied our client (Pierret) to such an extent that they proudly used the product in the Batibouw showcase. Our solution had a significant advantage over competitors.
Technologies: Three.js, GL Transmission Format (glTF), Vue, Firebase, Unity, Unity3D

Founder

2018 - 2020
DBloke
  • Developed multiple small game prototypes in Unity. These involved complex algorithms (very efficient collision detection on GPU using ECS) and the exploration of new technologies.
  • Presented one of the prototypes at Gamescom 2019 in Köln.
  • Supervised interns as a part of my role, set up projects, and managed fundraising for the client.
Technologies: Vue, Augmented Reality (AR), Virtual Reality (VR), ECS, Unity

Project Manager, Lead Developer

2017 - 2020
Cité des Sciences et de l'industrie
  • Built an interactive and dynamic Voronoi tessellation news wall in Unity using news from Python web mining scripts, and controlled by a homemade web CMS.
  • Developed a 3D interactive map of France in Unity to display the current job offers in the industry of video games using the data of AFJV.
  • Created multiple 3D graphs, models, timelines, and trees in Unity to display custom data from a web CMS.
  • Managed the heavy public offer and paperwork, and was awarded the project as well as a two-year agreement.
Technologies: PHP, JavaScript, Firebase, Python, Unity, Unity3D

Lead Developer

2018 - 2018
Fresnoy
  • Developed multiple servers to read sensors and update a neural network accordingly to generate text output from different corpora.
  • Designed DMX servers to update lights, foggers, heaters, and more depending on the state of the neural network.
  • Soldered electrical sensors to gather input from a biosphere. Video filters were also used.
Technologies: Neural Networks, Node.js, Python, Unity3D

Full-stack Developer

2018 - 2018
Bezonia (now called trigrr)
  • Created an emulator using TypeScript that mimics the server responses to allow for a better development environment.
  • Upgraded the web client to allow a smoother use of the service they offered.
  • Assisted in the reshaping and designing of the new interface.
Technologies: Socket.IO, Node.js, SCSS, Knockout (Knockout.js), TypeScript

Full-stack Developer

2015 - 2017
Cental - UCL
  • Aided with the linguistic research for automated language correction based on machine learning and complexity evaluation.
  • Created benchmarks for the back end to analyze performance issues in the automated language computation.
  • Improved the software in such a way that it resulted in a scientific publication.
Technologies: Java, Python, JavaScript

Brandspace

An interactive catalog for 3D models. I was the lead developer on this project, making most of the technical decisions and coding all the functionalities. The project was challenging since it used Unity 3D and Unreal Engine to render the models, cloud to centralize the data, and web interfaces to interact with the database and upload new models. My participation was game-changing since it allowed me to completely satisfy the first client and greatly help the fundraising initiative. It is still up and running 4 years later without any tech support.

Deep Q-learning in Robocode

https://drive.google.com/open?id=1n8vTwbtmyfh9FXyoLfHBdL4Q02zfG_05
This research was about neural networks in the robocode game made in Java and using the library Eclipse Deeplearning4j. Many models have been implemented, using multiple hidden layer types with different structures.

Multiplayer VR game: Magic, Les Apprentis Sorciers

https://terragamecenter.com/experience/magic-les-apprentis-sorciers/
A multiplayer VR game made at the dimension of the playground to allow full immersion (walls in VR are real walls, and you have to walk to move). This game is actually running in three different Terragame centers. It can quickly adapt to a new playground area with new dimensions thanks to the procedurally generated 3D pipeline I created using Houdini. I was the lead developer on this project, coding most of the logic and supervising juniors to ensure best code practices.

Languages

C#, JavaScript, Python, Java, R, HTML, CSS, SCSS, HTML5, Python 3, TypeScript, Scala, C, PHP

Frameworks

Unity, Unity3D, Houdini Engine, Knockout (Knockout.js), Django, Jest

Libraries/APIs

Vuex, Vue 2, Vue, Node.js, Three.js, Socket.IO, MDBootstrap, Facebook API, Twitter API, REST APIs

Tools

Houdini, Visual Studio, PyCharm, Vue CLI, Vex, Git

Paradigms

Concurrent Programming, Functional Programming

Platforms

Firebase, Visual Studio Code (VS Code)

Storage

Cloud Firestore, NoSQL, Google Cloud Storage, JSON

Other

Firebase Hosting, Firebase Cloud Functions, Machine Learning, Artificial Intelligence (AI), Data Mining, Game Programming, Web Programming, AI Programming, Progressive Web Applications (PWA), GL Transmission Format (glTF), Neural Networks, ECS, Virtual Reality (VR), Augmented Reality (AR), Unity Editor Scripting, Krita, Distribution, Unreal Engine 5, Vuexfire

2012 - 2017

Master's Degree in Artificial Intelligence and Civil Engineering with a Focus on Computer Sciences

UCLouvain University - Louvain-la-Neuve, Belgium

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