
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.
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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.
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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.
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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)
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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.
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Local and Online Multiplayer (P2P)
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Singleplayer against AI (minimax, pruning)
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Level editor/creator (play and share levels you make), competitive mode, tutorial mode, steam achievements etc..
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Iterative development with a testing QA team (same as with Roman Triumph)
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https://store.steampowered.com/app/1517240/CHESS_with_LASERS




First Person Shooter Prototype
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Started as a baseline functionality prototype for a stealth FPS hitman game.
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FPS controller with realistic weapon animations done by a contracted artist, sounds and visual effects.
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Weapon customization system with realistic attachments which modify behavior of the weapon.
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Focus on creating good game feel and realistic gunplay through detailed player feedback (shell casings, smoke etc.)
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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.
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Maintained 88% positive reviews on Steam by rapidly iterating on >2,000 player reports and fixing critical bugs quickly.
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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.
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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
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10 weeks game development competition in an 8-person team.
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Built multiplayer networking for player interactions.
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Developed the AI, animation, UI and gameplay mechanics.
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Our game was nominated by Ubisoft for one of the awards.
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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
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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.
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Makes use techniques such as pooling, cpu time slicing, A* pathfinding, hash grids, finite state machines and more.

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