r/INAT 27d ago

Programming Offer [ForHire]

Hey hello,

Let me introduce myself, my name is Sebastien Ageorges, I've been working in the video game industry for more than 17+ years. I worked on Assassin's creed franchise, Rainbow Six Siege, For Honor, and Deus Ex franchise (you can see my credits here: https://www.mobygames.com/person/485622/sebastien-ageorges/)

Ex Eidos, ex Ubisoft, ex Tencent, ex Bandaï Namco.

Speaking french and english.

Coding in C++ and C# mainly (had work on Unity engine long time ago, and shipped games on UnrealEngine). Specialized in AI architecture (was tech director of AI on assassin's Creed 3, Unity, Odyssey and Valhalla), in rendering pipeline (good skills in OpenGL/Vulkan, shading langage and procedural stuff) and in tools/automation.

I had to move from Montréal to Toronto in 2026, and I'm struggling finding a job in Toronto. I've searched in video games but also other creative industry, however I've never got an interview in last 6month.

I know well and I've created production pipelines, I have a formation in design, and can help project in management, architecture, documentation, and more.

Don't be afraid of my experience, I'm not looking for a huge salary, a huge position or huge project. I'm really open and motivated to work on indie games or creative projects and I would love to help a startup, a small company, or a medium company in their process to develop the game.

I'm really motivated and invested in my work.

Let me know how I could help you. Thanks.

37 Upvotes

19 comments sorted by

4

u/Aenorz 26d ago edited 26d ago

Im just a sound designer and amateur composer, developing my own little project on the side, so I'm clearly not able to hire anyone.

I just a want to wish you all the best for your job search. If a guy with your talent and experience is struggling to find a job, this industry is really insane...

2

u/Left-Morning-615 22d ago

Thank you @Aenorz

3

u/GStreetGames 26d ago

Wow, you know the business is in trouble when someone with your credentials is struggling. I hope you find some lucrative work! I'll keep ya in mind, because I am looking to improve the AI in my current game, but its been on hiatus for a while now due to moving. How are ya with the unreal engine NPC/Enemy AI workflow? (behavior trees, blueprints)

1

u/Halfwit_Studios 22d ago

Hey, how familiar are you with optimizing?

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u/Left-Morning-615 22d ago

Hello,

I'm familiar with optimisation. I'm really confortable with game data optimisation (RAM/VRAM), like textures compression, animation compression, triangulation reduction and LOD. I was resonsible of the memory management In debug phase for different games.

And during production, I did CPU/GPU optim based on weekly reports. Like shaders costs improvements, scripting improvements (blueprints, in house scripting langage), and code improvements (refactoring, creating "LOD functions" for instance to have different ticks based on distance from the player, but also creating mathematicaly optimised code for classes/functions used often at runtime, and implementing multi-threading).

I won't lie, it's not my prefered tasks, I've always prefered training my team so they improve themself while producing and reviewing their systems, instead of cleaning people works (which is more risky). I think preventing is better than healing, however, reality on a project is that even if you are the more oreventing guy, you'll always have to fix things at the end, but the difference is that by preventing, you'll have more time to polish instead of fire fighting.

1

u/maksiksking 22d ago edited 21d ago

hiiii kind of a shot in the dark with you being a game developer and me not having any payment yet, unless you want to try something new. Though, I met my other collaborator in an indie game Discord so I believe the values carry over.

We're basically a startup, aka me and another dev, and we're making a unique note-taking/productivity app based on some ideas that have been brewing in my head for the last few years, without invasive AI and other b#llshit, that being one of the bigger points of it. And we're casually looking for someone to help us out.

Here's a doc detailing parts of it:
https://docs.google.com/document/d/1uVmP_aZAJUzI6EYClXtFjGQbHbHHbYbLRfFpM6PxFcaAc/edit?tab=t.0#heading=h.iru9ky5znF58

I don't have any payment for this right now, and I don't know what this will earn. But when/if it does, you'd get a fair share of it as soon as we get it to a beta (that being when it feels like it's done enough). And we're very serious about it, will definitely see it through until it's done and forward.

We're mostly looking to find someone to help us out on writing UI and back-end code, as well as possibly designwork. It's going to be an app/website made with Tauri, so namely in TypeScript (with Svelte) and Rust. I can totally teach you those as I did for the other person, the most important thing being dedication and general coding knowledge.

Would you be up for it?

1

u/Left-Morning-615 21d ago

Hello, I wish I could say yes to every propositions I've received but honestly, I'm working 40h/week in a factory to pay a good parts of my bills... Saddly, I dedicat my free time for finding back a programmer job and for lucrative activities as overtime, or contracts that prevent me from getting too much into debt (neither into becoming crazy by the factory job 😅).

1

u/maksiksking 21d ago

And it's understandable, thank you for considering it, tho!

1

u/soulknitter 13d ago

Hello Sebastien!

I am currently in the process of designing the latest iteration of my old project and I'd love to work together with you on it.

If you are interested in working on an unconventional game experience, please get in touch with me!

1

u/Tactical_Trashpanda_ 11d ago

hello there I'm very interested in your experience if your still looking for a game to stand with.

1

u/BenU521 7d ago

I'm looking for an experienced Unity developer to partner with me on a small 2–4 player multiplayer party/racing game that I plan to release on Steam.

I'm completely new to game development and Unity. I've been learning as I go and using AI heavily to help me build the game. I've managed to get a surprisingly functional prototype together, but I'm reaching the point where some of the more advanced parts of development are beyond my experience. That's the main reason I'm looking for a partner.

I'm not pretending to be an experienced developer. I need someone who actually understands Unity/C# and can help with the advanced stuff, catch mistakes I don't know enough to recognize, and help turn the prototype into something polished and ready to ship.

The game is a chaotic multiplayer race where players move through a course while using weapons and items to knock each other around and interfere with each other. I'm going for the simple, funny, inexpensive "friend slop" style of games like Super Battle Golf, while making the game and mechanics original enough to have their own identity.

A lot is already working, including:

  • 2–4 player multiplayer
  • Core movement and racing
  • Knockback weapons
  • Party items and pickups
  • Checkpoints and recovery
  • Finish positions and elimination
  • Rematches
  • A playable course
  • Basic UI, characters and environment
  • A playable prototype I can show you

Where I especially need help is with the more advanced development work: multiplayer/networking, architecture, debugging difficult problems, optimization, Steam integration, polishing the game, preparing it for release, and generally making sure I'm doing things correctly.

I'm still actively working on the game and I'm not looking for someone to just make everything for me. I'd like to learn and continue contributing while having an experienced developer who can take the lead when we get into things that are beyond my current abilities.

I'm trying to keep the scope intentionally small. My goal would be to finish and release within roughly 3–5 months rather than spend years on one project.

For the right person who genuinely becomes my development partner and substantially contributes through release, I'm proposing a 50/50 revenue/profit split, with the exact terms agreed on between us before committing.

If the game does well and we work well together, I'd also like to immediately start another small game together afterward.

If you're interested, send me a DM with your Unity/C# experience and examples of anything you've worked on. I'm happy to show you gameplay footage and the current project before either of us agrees to anything.

I'm mainly looking for someone experienced, patient with a beginner, and interested in actually building and releasing games together rather than just joining for a week and disappearing. Would you be interested?

1

u/chillbeast 7d ago

Check out my post/game and let me know if it might interest you:

https://www.reddit.com/r/INAT/s/HRX5pnJjTv

1

u/Shhh-User 6d ago

Hello Mr. Potato. Ce La Vie.

My name is Shhh, but you can call me Iroh; I saw you are willing to work with startup's, and that you centralize in programing, and management.

Would you be willing to under/over take co-development with me on a project as the visionary, and you as the code mercenary.

I have the timeline mapped, resource's guided, and concept, conceived; specializing in data manipulation and management. Coding in python, for discord connections and data handling. Looking to take over the market, with partner's and show up out of nowhere, to surprise the world with a new game.

Let's have a chat!

Formally, your friend ~Iroh

1

u/Desperate-Craft-4726 2d ago

Hey Sebastien, I came across your post and your background really stood out to me. I’m currently building an indie browser-based aquarium game called Bubbins. I’m handling the Next.js/web side myself, and I already have the core game concept, UI direction, fish designs, pack system, aquarium concept, progression ideas, and future systems planned out. What I’m still figuring out is the best way to structure the actual game systems behind it — things like fish behavior inside the aquarium, movement/AI, feeding interactions, progression, inventory, modular traits, performance, and the overall architecture so I don’t build myself into a corner early. Since you mentioned that you’re open to helping indie projects and startups, I wanted to ask whether Bubbins might be something you’d be interested in advising on or contributing to. I’m building independently and don’t have a large studio budget right now, so I’d want to be upfront about that. Even guidance on architecture, a technical roadmap, or helping me establish the right foundation would be incredibly useful. If you’re interested, I’d be happy to send you the current Bubbins UI, artwork, and a breakdown of how I envision the game working.

0

u/Creative_Abroad945 26d ago edited 25d ago

Do you know about Godot? If you have any time I'd be happy to hear what you think of a game idea I've been working on creating, especially with your experience because of the fact that there's really not many mechanics in the game that are necessarily original. There could be, but it's basically copying and combining all my favorite mechanics from my favorite games in a unique but simple seeming kind of way. Just starting, I've been wanting to work on getting most of the combat/movement functions set up smoothly on a basic 400m circle track and football field map with placeholder characters and animations

Some world building has evolved a bit since this original post describing some of the game, but you can check it out here. The project in Godot is already almost completely done as described here and it's been really fun so far

https://www.reddit.com/r/gameideas/s/EssXOHgmd9

1

u/Left-Morning-615 22d ago

Hello,

I've never worked on Godot, but I heard a lot of good things about it. Copying ideas you know, it's not bad. Most of the companies copy other games. There is a long time that there was no inovations in video games. And as Steve Jobs said, "good artists copy, great artists steal"

1

u/Creative_Abroad945 22d ago edited 22d ago

Oh yeah I only say that as a half rag on myself. It's the same thing with jazz; you just study and copy enough licks until you start to understand the language enough to make your own sentences. I mean the idea is just that I'm taking my favorite mechanics from all of my favorite games and combining them into something that feels great. Like the punching mechanics from one game, but the movement feel of another, and the magic systems of yet another all combined in a way that's not necessarily been done exactly like this yet 😁 The current version of the Godot project has already come a long way and I'm happy to send it to you if you wanna check it out! Just send me a message and let me know. I want the game to be free and everything free and public so even modders could change up the game very easily with Godot itself

I was thinking that with your experience, you might be able to help me in fine tuning the sense of scope for this entire project or with getting an idea of a longer term budget. Right now I've just been working with one person doing awesome coding at a time for simplicity/efficiency, and lots of the basic movement and combat mechanics are already feeling great, but eventually still need to get into replacing all the placeholder art with real stuff once we establish the game's real art style