Available for freelance
Bordeaux, France
Technical Artist
& Rendering Specialist
Kilian Allaire

Formerly Engine Programmer at Asobo Studio on Microsoft Flight Simulator.
Currently building KUBIKA at KubiCorp.

Work
ALL PROJECTS
KUBIKA
Indie Game · Currently
KUBIKA
3D puzzle game built with Unity, custom shaders, VFX, gameplay systems and full technical art pipeline.
Microsoft Flight Simulator
AAA Game · Asobo Studio · 2025
Microsoft Flight Simulator 2024
Engine programmer, worked on different platforms for several years on a title shipped to millions of players.
CUDA Raytracer
Engine · 2021
CUDA Raytracer
GPU-accelerated raytracer, moved from hours of CPU render time to seconds by implementing CUDA from scratch.
CPU 3D Engine
Engine · 2021
CPU 3D Engine
Software rasterizer built in C, projection, rasterization, depth testing, texture mapping. No GPU, no API.
DirectX11 3D Engine
Engine · 2020
DirectX11 3D Engine
Custom 3D engine in C++ using DirectX11, built after OpenGL to understand pipeline differences across graphics APIs.
OpenGL 3D Engine
Engine · 2020
OpenGL 3D Engine
Custom 3D engine in C++ using OpenGL, entry point into GPU programming and low-level graphics APIs.
Unity CSRP
Rendering · 2020
Unity Custom Scriptable Render Pipeline
Full custom SRP in Unity, replicating the visual identity of music video LORN — ANVIL.
Background
EXPERIENCE
2024 — Present
Founder & Game Developer
KubiCorp · KUBIKA · Bordeaux
Building KUBIKA, a 3D puzzle game releasing in 2026, working within a team of five, VFX, post-process, shaders and optimization.
2022 — 2025
Engine Programmer
Asobo Studio · Microsoft Flight Simulator 2024 · Bordeaux
3 years on one of the most technically demanding real-time titles ever shipped, delivered to millions of players worldwide.
2020
Technical Artist — Internship
Ubisoft · Paris
Technical artist in the Strategic Innovation Lab, working on game prototypes.
2017 — 2022
Game Programming — Master's (Bac+5)
Rubika · Valenciennes
5-year master's degree in Game Programming, learning about Technical Art and Graphics Programming on my free time.
About
THE PERSON.
Kilian Allaire
Kilian Allaire · Bordeaux

I'm a rendering specialist who started writing shaders in 2017 and never stopped.

After 5 years learning game development at Rubika, I spent 3 years at Asobo Studio as Engine Programmer on Microsoft Flight Simulator. Real production code, shipped to millions of players.

Today I work freelance helping indie and mid-size studios make their games look as good as they deserve, custom shaders, custom tools, post-process pipelines, GPU optimization. I have experience from GPU architecture to high-level shader production, which is why I can optimize what others can only guess at.

I'm also currently building KUBIKA through my studio KubiCorp (releasing in 2026), which means I understand indie constraints first-hand: budget, timeline, small team, everything.

BasedBordeaux, France
AvailabilityOpen to projects
RemoteYes — preferred
On-siteAvailable for milestones
LanguagesFrench · English · Spanish
Currently buildingKUBIKA — 2026
Software & Tools
UE5
Unreal Engine
Unity
Unity
PIX
PIX
RenderDoc
RenderDoc
Perforce
Perforce
Git
Git
Languages
C++
C / C++
C#
C#
HLSL
HLSL / GLSL
Python
Python
Graphics APIs
DX11/12
DirectX 11/12
OpenGL
OpenGL
CUDA
CUDA
Platforms
PS5
PlayStation 5
Xbox
Xbox Series X
Content
TALKS & RESOURCES
LET'S
MAKE IT
GREAT.
Contact me directly
AvailabilityOpen to projects
Day rateOn request
LocationBordeaux, France
RemoteYes — preferred
On-siteAvailable for milestones
Response24–48h
0:00
Indie Game · Currently
UnityC#HLSL
KUBIKA

3D puzzle game built with Unity at KubiCorp, responsible for visual feedbacks, custom shaders, VFX, and optimization.

0:00
AAA Game · Asobo Studio · 2025
Home EngineC++Optimization
Microsoft Flight Simulator 2024

3 years as Engine Programmer at Asobo Studio on one of the most visually ambitious real-time applications ever shipped, working on a custom in-house engine and delivering to millions of players worldwide across PC, Xbox and PS5.

Working on graphics features, custom artist tools, cross platform support and game optimization.

CUDA Raytracer
Engine · 2021
CUDAC
CUDA Raytracer

Built from scratch to understand the fundamentals of raytracing, a technique becoming increasingly relevant in real-time rendering.

The initial CPU-only implementation was unusably slow: even with multithreading, a single frame took hours. Implementing CUDA moved the entire computation to the GPU, reducing render time from hours to seconds, the same principle behind modern hardware-accelerated renderers.

A foundational project for understanding GPU parallelism and light transport math at the implementation level.

0:00
Engine · 2021
RasterizerC
CPU 3D Engine

After working with DirectX11, I wanted to understand what the graphics API was actually doing beneath the abstraction. The answer was to build a complete software rasterizer in C, no GPU, no API, just the CPU and math.

Implemented every step of the 3D rendering pipeline manually: vertex transformation, perspective projection, triangle rasterization, depth testing, texture mapping and basic lighting. Writing this by hand made graphics operations concrete rather than abstract.

0:00
Engine · 2020
DX11C++HLSL
DirectX11 3D Engine

First introduction to a low-level graphics API, custom 3D engine built in C++ using DirectX11. Built after OpenGL to understand how two different graphics APIs approach the same pipeline, and where they diverge at the driver and state management level.

0:00
Engine · 2020
OpenGLC++
OpenGL 3D Engine

First introduction to a low-level graphics API, custom 3D engine in C++ using OpenGL. This was the entry point into GPU programming and the start of a series of renderer projects that each went deeper into the pipeline.

0:00
Rendering · 2020
UnityC#HLSL
Unity Custom Scriptable Render Pipeline

Full Custom Scriptable Render Pipeline built from scratch in Unity, not a modification of the default pipeline, but a complete replacement written in C# and HLSL, replicating the visual identity of the music video LORN — ANVIL.

Working at the pipeline level meant implementing native rendering effects and stripping unnecessary overhead, exactly the approach used in production to build a specific visual identity while hitting performance targets. This project was a turning point: the render pipeline is not a black box, it is a programmable system you can shape to serve any visual goal.