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
AvailabilityFixed term contracts
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
AvailabilityFixed term contracts
Day rateOn request
ProjectsShaders · Post-process · GPU Optimization
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.

The experience of shipping at this level is what makes the difference between knowing rendering theory and understanding what actually breaks in production, at scale, across platforms, under hard performance constraints.

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.