Sr Software Engineer | Toastmaster | Polyglot
Seattle, Washington
Electronic Arts (Visceral Games Montreal)
Gameplay Programmer Co-op
May 2012 to August 2012
Montréal, Québec, Canada
Presagis
Software Developer, Intern
May 2011 to August 2011
Montréal, Québec, Canada
Behaviour Interactive
Tools Programmer, Intern
May 2010 to August 2010
Montréal, Québec, Canada
Behaviour Interactive
Menu Programmer, Intern
May 2009 to August 2009
Montréal, Québec, Canada
Behaviour Interactive
Tools Programmer, Intern
May 2008 to August 2008
Montréal, Québec, Canada
Microsoft
Senior Software Engineer - Xbox GPU Compiler
October 2018 to July 2019
Redmond, WA
Microsoft
Software Engineer II - Windows OS Rendering Engine
December 2015 to October 2017
Redmond, WA
Microsoft
Software Engineer - Windows OS Rendering Engine
August 2014 to December 2015
Redmond, WA
Microsoft
Senior Software Engineer - Visual C++ IDE
Greater Seattle Area
Microsoft
Software Engineer, Intern - Windows Phone OS Rendering Engine
May 2013 to August 2013
Greater Seattle Area
McGill University
Bachelor of Science, Computer Science, 4.0 GPA
2012 to 2014
Université du Québec - Ecole de Technologie supérieure
Bachelor of Engineering (partial), Software Engineering, 4.23/4.3
2010 to 2012
Cégep du Vieux Montréal
Technical Degree (DEC), Computer Science, 93%
2007 to 2010
Army of Two: The Devil's Cartel• Developed the "weapons on the back" feature, whereby weapons are sheathed and unsheathed from locations on the character's model, integrating animations and exposing designer-tweakable values• Improved the in-house character animation tool by adding new features, validations and fixing bugs• Stabilized the first public demo by fixing gameplay, character animation and network... Army of Two: The Devil's Cartel• Developed the "weapons on the back" feature, whereby weapons are sheathed and unsheathed from locations on the character's model, integrating animations and exposing designer-tweakable values• Improved the in-house character animation tool by adding new features, validations and fixing bugs• Stabilized the first public demo by fixing gameplay, character animation and network issuesC++, C#, Visual Studio, Frostbite 2 Engine
What company does Tristan Labelle work for?
Tristan Labelle works for Electronic Arts (Visceral Games Montreal)
What is Tristan Labelle's role at Electronic Arts (Visceral Games Montreal)?
Tristan Labelle is Gameplay Programmer Co-op
What industry does Tristan Labelle work in?
Tristan Labelle works in the Computer Software industry.
Who are Tristan Labelle's colleagues?
Tristan Labelle's colleagues are Daran Cai, John Lorenz, Kunal S., Yueyang Zhang, Lucas O'Conor, Steve Dick, Aleksandar Milicevic, Sahil Desai, Mikayla Hutchinson, and Mehrdad Moradi
📖 Summary
Gameplay Programmer Co-op @ Electronic Arts (Visceral Games Montreal) Army of Two: The Devil's Cartel• Developed the "weapons on the back" feature, whereby weapons are sheathed and unsheathed from locations on the character's model, integrating animations and exposing designer-tweakable values• Improved the in-house character animation tool by adding new features, validations and fixing bugs• Stabilized the first public demo by fixing gameplay, character animation and network issuesC++, C#, Visual Studio, Frostbite 2 Engine From May 2012 to August 2012 (4 months) Montréal, Québec, CanadaSoftware Developer, Intern @ Presagis STAGE military operation simulation software• Took over the responsibility of integrating and debugging new versions of the 3D engine• Ensured thread safety and improved performance of the imagery loading logic for a Google Earth-like application• Implemented and documented code samples to integrate with the HLA simulation standardC++, C#, Vega Prime 5 (3D engine), CDB & HLA (modeling and simulation standards), Visual Studio, Subversion From May 2011 to August 2011 (4 months) Montréal, Québec, CanadaTools Programmer, Intern @ Behaviour Interactive Rango video game (Wii, PS3, Xbox 360)• Fixed some of the last showstoppers preventing a project to ship on PC, Wii and Xbox 360• Fixed numerous bugs in the game editor to increase the productivity of content makers• Implemented a mass rename system for assetsC#, C++, Visual Studio, Perforce From May 2010 to August 2010 (4 months) Montréal, Québec, CanadaMenu Programmer, Intern @ Behaviour Interactive MySims SkyHeroes video game (Wii, PS3, Xbox 360)• Monitored the work of the subcontractor developing the game menu in Flash.• Integrated the menu within the game using Scaleform Gfx 3.• Designed and implemented the controller vibration system.C++, Scaleform, Visual Studio, Perforce From May 2009 to August 2009 (4 months) Montréal, Québec, CanadaTools Programmer, Intern @ Behaviour Interactive WET video game (PS3, Xbox 360)• Implemented a code completion system for a Lua script editor.• Improved 3D scene visualization application with new lighting tools.• Automated the setup of new workstations.C#, C++, Lua, Python, Visual Studio, Perforce From May 2008 to August 2008 (4 months) Montréal, Québec, CanadaSenior Software Engineer - Xbox GPU Compiler @ Microsoft • Brought up early Direct3D compiler support for GPU Ray Tracing on Xbox Series X• Vastly expanded test coverage and quality of front-end Clang-based compilerLLVM, Clang, Direct3D, HLSL, GPGPU, Ray Tracinghttps://github.com/microsoft/DirectXShaderCompiler From October 2018 to July 2019 (10 months) Redmond, WASoftware Engineer II - Windows OS Rendering Engine @ Microsoft • Implemented composition of Windows UI in High Dynamic Range (HDR) color spaces• Integrated GPGPU software ink rendering with sub-frame latency in the Windows compositorC++, C#, Direct3D 11/12, HLSL, Visual Studio, WinDBG From December 2015 to October 2017 (1 year 11 months) Redmond, WASoftware Engineer - Windows OS Rendering Engine @ Microsoft • Designed and implemented the Windows.UI.Composition effects API, which generates Direct3D shaders on the fly to render visual effects• Enabled Windows 10 Mobile to render apps to multiple displays for Continuum (PC experience powered by a phone)• Debugged various Direct3D rendering issues and glitches on PC and phone OSesC++, C#, Direct3D11, HLSL, Visual Studio, WinDBG From August 2014 to December 2015 (1 year 5 months) Redmond, WASenior Software Engineer - Visual C++ IDE @ Microsoft • Design and implement Visual C++'s migration to an asynchronous client/server model for Visual Studio Codespaces• Champion world readiness and security quality aspects, providing guidance, supervising bug fixes and educating the team through brownbag presentations• Mentor an intern (accepted return offer), deliver presentations to 30+ people audiences, work across teams• Preside the Microsoft Early Birds Toastmasters ClubVisual Studio, Azure DevOps, MSBuild, CMake, C++, C#, .NET, Asynchrony, Loc, I18n, Securityhttps://visualstudio.microsoft.com/services/visual-studio-codespaces/ Greater Seattle AreaSoftware Engineer, Intern - Windows Phone OS Rendering Engine @ Microsoft • Evolved the "Project my screen" feature from an internal demo tool to a shipping feature, involving updating a kernel-mode USB driver and the phone OS rendererC++, Direct3D 11, WebGL, Windows Driver Frameworks From May 2013 to August 2013 (4 months) Greater Seattle Area
Introversion (I), Sensing (S), Thinking (T), Perceiving (P)
0 year(s), 8 month(s)
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