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Shanti Gaudreault, Multithreading Developer in Montreal, QC, Canada
Shanti Gaudreault

Multithreading Developer in Montreal, QC, Canada

Member since January 17, 2014
Shanti is a top-notch, hands-on technical leader. He has delivered multiple video game titles and apps for server, desktop, web, and mobile. He is results-oriented and will contribute whatever the team needs, from high quality code to inspired leadership.
Shanti is now available for hire


  • Vircom
    C++, C#, iOS, Mono, Windows, Visual Studio
  • Xtranormal
    JavaScript, CSS, jQuery, Microsoft SQL Server, MySQL, PostgreSQL, Pentaho ETL...
  • Xtranormal
    TTS (text to speech), Nuance, DirectX, OpenGL, OpenCV, Ogre3D, FFmpeg, FMOD...


  • C++, 15 years
  • Microsoft Visual Studio, 15 years
  • Windows, 15 years
  • Object-oriented Design (OOD), 15 years
  • Multithreading, 15 years
  • C, 12 years
  • Agile Software Development, 7 years
  • C#, 5 years
Montreal, QC, Canada



Preferred Environment

Windows, Visual Studio, C#, C++, JavaScript

The most amazing...

...thing i have coded is the graphics engine for the RTS game Empire Earth 2. It is ridiculously fast and pushes the boundaries for the video game genre.


  • Director of Software Development

    2013 - PRESENT
    • Handled hiring, firing, team building, and management.
    • Transitioned my two projects to a Scrum Kanban hybrid. Quadrupled team velocity over one year.
    • Optimized and improved the SVM (sequential vector machine) used for spam filtering. Raised the catch rate of spam significantly.
    • Coded a proof of concept on statistical semantic learning based on a Google paper. Built the statistical semantic database to learn the relatedness of words, resulting in a word distance used as a fuzzy matching criteria in document comparisons.
    • Introduced test-driven development to two projects.
    Technologies: C++, C#, iOS, Mono, Windows, Visual Studio
  • Business Intelligence Developer/Analyst

    2011 - 2011
    • Built the critical side of the business up to industry standards over 5 intense months as a one man design, coding, and analysis team. Reported directly to the CEO. Championed data-driven decision making in Xtranormal's product suites and overall strategy.
    • Analyzed business data on an ongoing basis to provide input and insights to the CEO and CTO.
    • Created a dashboard for key performance indicators to be available 24/7 to decision makers.
    • Automated reports to be emailed regularly.
    • Created an ad hoc report page on critical business metrics for internal use.
    • Created data warehouse and ETL services to support business intelligence operations.
    • Mined data to facilitate knowledge of use in decision making by the executive team.
    Technologies: JavaScript, CSS, jQuery, Microsoft SQL Server, MySQL, PostgreSQL, Pentaho ETL, Java
  • Media Technologies Architect

    2007 - 2010
    • Delivered a movie maker to animate a 3D scene and encode a video from the 3D scene and a sound file.
    • Delivered a DirectX renderer for the consumer desktop on Windows and an OpenGL renderer for server-side Windows environments.
    • Integrated text to speech into the 3D scene in real-time to allow typed text to be played in a 3D movie.
    • Delivered various special effects and shaders.
    • Delivered various post processing screen effects, such as cartoon shading, depth of field, and bloom.
    • Architected a top level software solution for my department.
    Technologies: TTS (text to speech), Nuance, DirectX, OpenGL, OpenCV, Ogre3D, FFmpeg, FMOD, video encoding, C++, C
  • Lead Architect

    2003 - 2007
    Rock Star New England ( previously Maddoc Software )
    • Delivered multiple game titles as lead developer and architect.
    • Designed and coded the graphics engine for Empire Earth 2 and Star Trek Legacy.
    • Designed and coded the collison engine for Empire Earth 2.
    • Optimized the pathfinding and AI for Empire Earth 2.
    • Coded the skeletal animation engine for Empire Earth 2.
    • Coded special FX and video card assembly shaders for Empire Earth 2 and Star Trek Legacy.
    Technologies: Xbox, Xbox 360, DirectX, PS3, Gamebryo, Unreal Engine



  • Languages

    C#, C++, SQL, C, JavaScript, SQL-99
  • Frameworks

    Unity3D, Hapi.js
  • Libraries/APIs

    DirectX, OpenGL, Node.js
  • Tools

    Microsoft Visual Studio, Mocha, Visio
  • Paradigms

    Agile Software Development, Object-oriented Design (OOD), Test-driven Development (TDD)
  • Platforms

    Windows, Xbox 360, PS3, Oculus Rift, Heroku, Linux
  • Other

    Video Capture, Multithreading, Business Intelligence (BI), Video, Morpheus VR, PS4, IMAP, Lean Development
  • Storage

    SQLite, Microsoft SQL Server, MySQL
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