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Philippe Teichmann Projects/Experience

I’m an undergraduate student at McGill University pursuing a B.Sc. in Computer Science with a strong academic record. I have experience participating in research projects, developing and shipping successful commercial games, and contributing to engine development.

Software Engineer Intern - CM Labs Simulations Inc.

  • Delivered an end-to-end real-time demolition system in the Vortex core engine, validated in two public simulator demos, by implementing collision detection, fracture generation, debris simulation, and graphics rendering.

  • Reduced worst-case frame times 60% by caching collision and mesh data, batching, object pooling, reducing heap allocations, and tuning object sleeping within a data-oriented architecture.

  • Built two rendering pipelines for demolition, ensuring stability in stress tests and public demos, by implementing a product-ready Vulkan graphics integration and a real-time Unity streaming rendering solution.

Multi-Pathogen Agent-Based-Model (McGill)

Pioneered a high-performance agent-based model for multi-pathogen spread (SARS-CoV-2, Influenza, RSV, etc.), adopted by researchers at Oxford and McGill, by designing and implementing highly optimized pathogen–pathogen interaction dynamics in synthetic populations.

Co-authored an academic paper under submission to PLOS ONE based on the model I developed, demonstrating research impact, by integrating theoretical design, software implementation, and validation into a publishable scientific study.

Accelerated simulations 7× in Python via data-oriented design and Numba/NumPy/SciPy optimization (vectorization, memory layout, JIT). 

MLP and CNN for classification of MNIST dataset

Developed an MLP to classify the MNIST handwritten digits dataset, achieving competitive accuracy.

Designed and evaluated a TensorFlow CNN with varying layer configurations and hyperparameters, comparing performance against the MLP.

Leveraged scikit-learn and pandas for efficient data pre-processing.​​

Code: https://colab.research.google.com/drive/1GpBi0tNFXLun23fmwVl0OOOuhx_RAiRI?usp=sharing

Results, Analysis and Discussion: https://drive.google.com/file/d/1Ztk0BQLzslB4E88bka__gWVv93E1I4kM/view?usp=sharing

Chess With Lasers (Commercial Game, Released)

  • A turn-based strategy digital board game. Developed in Unity entirely by me (art, game design, programming), apart from the use of some VFX assets and SFX assets. 

  • Local and Online Multiplayer (P2P)

  • Singleplayer against AI (minimax, pruning)

  • Level editor/creator (play and share levels you make), competitive mode, tutorial mode, steam achievements etc..

  • Iterative development with a testing QA team (same as with Roman Triumph)

  • https://store.steampowered.com/app/1517240/CHESS_with_LASERS

First Person Shooter Prototype

  • Started as a baseline functionality prototype for a stealth FPS hitman game​.​

  • FPS controller with realistic weapon animations done by a contracted artist, sounds and visual effects.​

  • Weapon customization system with realistic attachments​ which modify behavior of the weapon.

  • Focus on creating good game feel​ and realistic gunplay through detailed player feedback (shell casings, smoke etc.)

  • Enemy active ragdoll for realistic hit response with realistic blood visual effects.​​

Roman Triumph - Commercial Game

Founded a profitable studio with $1M+ in revenue, a 6-figure publishing deal, and 70k+ players by shipping Roman Triumph end-to-end as solo founder/developer, with 100k+ lines of code across gameplay and systems.

  • Maintained 88% positive reviews on Steam by rapidly iterating on >2,000 player reports and fixing critical bugs quickly.

  • Achieved real-time simulation for 5k+ of agents by implementing multithreaded A* pathfinding, spatial hash-grids, time-slicing, and object pooling with supporting systems including an asynchronous serialization pipeline.

  • Scaled content with procedural biome/world generation algorithms, enabling large content variety without handcrafted levels.

Multi-Asset Trading DQN Agent

Extended a high-timeframe, single-asset DQN trading agent with binary action space to support multi-asset environments and dynamic/variable portfolio allocation.

Designed and conducted experiments to evaluate performance.

Code, Results, Analysis and Discussion: https://drive.google.com/file/d/1ZlpIJ6kDp1oywYVGyc_KMkkRObDJRGsO/view

Ubisoft GameLabs 2024

  • 10 weeks game development competition in an 8-person team.

  • Built multiplayer networking for player interactions.

  • Developed the AI, animation, UI and gameplay mechanics.​

  • Our game was nominated by Ubisoft for one of the awards. ​

  • Video: https://www.youtube.com/watch?v=ue97fEyqtLw

  • Note: the team has proceeded to building the game fully without me. The linked video was filmed using the competition's build.

Covid Transmission Simulation

  • A simulation and visually representation of the spread of SARS-COV-2 in a store, according to user-specified simulation parameters. A general mathematical framework for estimating risk of airborne transmission of SARS-COV-2 given by the American Institute of Physics was implemented in a 3D real-time virtual setting populated with artificially intelligent shoppers.

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  • Developed in Unity entirely by me.

  • Makes use techniques such as pooling, cpu time slicing, A* pathfinding, hash grids, finite state machines and more.

  • Explanation of  model [link]

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