Kristian de France

0% · Building octree

KDF Kristian de France

Systems, engines and the things underneath games

Auckland, New Zealand · open to work

Software Engineer

Kristian
de France

Four years in C++ and C#. Engine systems, AI navigation and a shipped Steam title — the object beside this is a real sparse voxel octree, built in your browser.

Sparse voxel octree

L0 · Thesis

The shape of the thinking · ////////

I’ve always enjoyed taking things apart — not just to understand how they work, but why they were built that way and how they could be improved.

Sparse voxel octree

L1 · Shipped — Steam, Early Access

Devious Devs · 13 Dec 2025 · ////////

You’re Here Again

A weirdcore movement shooter set in the liminal space between death and whatever follows. Wall-runs, slides, grapples and slams chain together, and damage scales with how fast you’re moving.

What I owned

  1. Weapon systems — feel, timing, interaction with the movement kit
  2. AI systems across 10+ enemy types
  3. Audio direction, SFX and original music
  4. VFX systems and in-game feedback
  5. Bug-reporting pipeline players can fire from inside the game
  6. Post-launch updates, optimisation and CI/CD

One of five developers · credited on Steam as yodapowers_

In-game · movement kit vs the liminal space
33
levels
3
bosses
10+
enemy types
4
languages
7
achievements
1
soundtrack DLC

English · Simplified Chinese · Russian · Te Reo Māori

L2 · Systems

Three, deep · ////////

Built to be taken apart

UNITY PLUGIN · C# · SOLO

Sparse Voxel Octree Navigation →

OctNav: a Unity plugin that carves navigable space out of arbitrary geometry at runtime, then runs A* through it for ground and airborne agents alike. The object at the top of this page is the same idea.

  • Runtime generation
  • Partial rebuilds
  • A* — ground + air
  • Raycast + spline smoothing
  • Sparse by design
  • JSON save / load

UNREAL · C++ · 2 WEEKS · SOLO

Cloth Simulation ↗

Particle physics with interwoven constraint solving, collision response, and wind with yaw, pitch, strength and variance controls. Constraints can be destroyed at runtime — you can tear it.

  • Verlet integration
  • Interwoven constraints
  • Collision response
  • Runtime tearing
  • Wind: yaw · pitch · strength
  • Two-week build

PYTHON / C++ · 6 MONTHS · SOLO

Matchmaking & Rank Distribution →

Can a hybrid of machine learning and Bayesian inference out-rank Elo? 2,500 real matches, 125 players, all 25 Valorant ranks — and a merged MARS + TrueSkill-inspired model that most players said felt right.

  • 2,500 matches · 125 players
  • Linear + spline analysis
  • MARS regression
  • Bayesian skill priors
  • Season simulation
  • ~89% perceived fairness

Also — multiplayer networking (UDP/TCP, Steam, LAN) · OpenGL, Vulkan, PS4/PS5 pipelines · Android and Lua shipped to Google Play

L2 · 48 hours

KiwiJam 2026 · 1st place, main theme · ////////

Tangle Tails

Theme: Entanglement, with a countdown. Lab mice tethered to cables tie themselves into knots and die unless you drag them apart. Godot, C#/.NET, seven people, forty-eight hours — first out of 120+ entries. I wrote gameplay code and the music.

The systems work above takes months. This is what the same head does in a weekend.

Play it on itch ↗

Tangle Tails gameplay: mice tethered by long coloured cables inside a caged lab pen, powerup slots along the bottom
48-hour build · cables mid-tangle

L3 · About

Auckland, NZ · NZ citizen · ////////

The layer underneath

I’m a systems-oriented engineer in Auckland — four years across gameplay, systems and engine-adjacent code, strongest in C++ and C#. The part I care about is why a structure is shaped the way it is, what it costs, and where it could be better.

B.S.E from Media Design School (2023–2025). Mentored there in 2025 and at NZGDC 2024, and I keep turning up to Global Game Jam. Away from a compiler I’m learning Mandarin.

Looking for engineering roles — Auckland or remote — where the interesting problems are under the hood.

Tech

  • C++ · C# · Python · Lua
  • Unreal · Unity · Godot
  • OpenGL · Vulkan · PS4/PS5
  • UDP/TCP · Steam API · LAN
  • Git · Linux · Android
  • CI/CD · profiling · tooling

L4 · Contact

Open to engineering roles — Auckland or remote · ////////