François Paquette

Founder, Pocketware Studios · Platform & AI tooling engineer

Montréal, QC · linkedin.com/in/phrensoua

Engineer and founder who builds the systems other teams depend on: 12 years of engines, tools, and production pipelines at Ubisoft, then AI tooling that works on real code bases, dedicated game server infrastructure on Linux and AWS, and interactive 3D experiences for studios and public institutions.

Experience

Founder & Principal Engineer

Pocketware Studios inc.

2023 - Present · Montréal, QC

Founded a consulting studio delivering AI tooling, game infrastructure, and interactive 3D experiences for game studios and public institutions.

Soliton Interactive

  • Implemented AI tools that learn large code bases to help teams optimize code production.
  • Implemented AI tools to assist with user-created content.
  • Built a cinematic tool for Soliton's client Avalanche Studios (Sweden).
  • Currently helping Behaviour Interactive (Montréal) optimize Unreal Engine dedicated game servers running on Linux on AWS.

Tungsten Studio

  • Helped create multiple virtual environments captured with Matterport, turned into interactive experiences for the web and Unreal Engine.
  • Clients included the Canadian Space Centre, the Supreme Court of Canada, and Génome Québec laboratories.

Team Lead & Software Engineer

Ubisoft

Jul 2006 - Feb 2019 · Montréal, QC

Twelve years building engines, tools, and production pipelines used across Ubisoft's major franchises.

  • Team lead programmer for RealBlast, a real-time destruction pipeline used in Rainbow Six Siege.
  • Game pipeline expert on Nano, Ubisoft's unified game pipeline for development sandboxes, CI/CD, and training.
  • Developed asset pipelines to unify asset creation across Ubisoft's many game engines.
  • Project manager and programmer for Passenger (asset and animation pipeline, DCC live link, and more), used on major productions including Assassin's Creed, Far Cry, The Division, Watch Dogs, and Rainbow Six.
  • Lead generalist programmer on Far Cry: engine improvements and optimization.
  • Physics programmer on Rainbow Six.
  • Generalist programmer on the next-gen Prince of Persia: game tools (proprietary editor and 3ds Max 9), in-game physics (soft bodies, particle systems, skeleton bone modifiers), and 3D.

Skills

Cloud & infrastructure

AWSLinuxDedicated game serversCI/CDGit/Perforce

Pipelines & tooling

Game & asset pipelinesDCC integrationTeam leadership

AI tooling

LLM integrationLocal & hosted model servingModel proxies & routing

Engines & 3D

Unreal EngineProprietary enginesPhysicsMatterportThree.js

Languages & web

C++/C#TypeScriptPythonSvelteKitRust

Education

Electrical Engineering

École de technologie supérieure (ÉTS), Montréal

1991 - 1995

Patent

Razor with hook, US patent (issued July 10, 2004)

Languages

  • French: native or bilingual
  • English: native or bilingual
  • Spanish: limited working proficiency