Julien Marchand

Senior Director, Framework Engineering at Epic Games

Canada

About

In 3 words: An active geek! As much as I like my computer, programming, gaming and all those geek related hobbies, it doesn't scratch the surface of what I am up to in terms of challenges. I thrive for those in my day to day job, but a number of those I also find in sports. I am an accomplished downhill & backcountry skier, but also train for triathlons during summer time. This is the best way I found to disconnect from the week and I can always come back to the job with a fresh mind, ready to help others and to focus down my tasks. If you ask me what my biggest assets are, it would be that I have compassion, accompanied by a constant high energy, alertness and focus, it helps me to just never drop the ball when everything is going at 200MPH and tackle any problem that life would have me face!

Experience

  • Epic Games (Montreal, Quebec, Canada)
    • Senior Director, Framework Engineering
      May 2024 - Present · 2 yrs 2 mos

      Manage and empower the Framework (AI, Gameplay & Networking) as well as the Audio and Simulation teams for the Unreal Engine

    • Director, Framework Engineering
      Dec 2022 - Jun 2024 · 1 yr 7 mos

    • Framework Engineering Director - Unreal Engine
      Jan 2022 - Dec 2022 · 1 yr

      Supervise the Framework Engineering pillar that encompasses the AI, Gameplay and Networking teams for Unreal Engine.

  • Technical Ski Instructor at Mont Orford Ski School
    Dec 2000 - Present · 25 yrs 7 mos

    I have been teaching ski for over 25 Years at Mont Orford and still going strong today! I help develop skiers and instructors alike to better themselves in the sport, but also in their way to think about the challenges they are facing that are right in front of them, through proper mental, physical and knowledge preparation.

  • Ubisoft Montréal (7 yrs 6 mos)
    • Team Lead AI/Gameplay - Unannounced Project
      Mar 2019 - Nov 2020 · 1 yr 9 mos

      On another AAA title, I am currently having a more hands-on opportunity as compared to my few previous roles where management was more dominant. I empower Artists, Designers, Animators and Programmers from my multi-disciplinary AI/Gameplay team in hope of delivering high quality deliverable in a short amount of time. I thrive to make our goals very achievable by facilitating the communication flow with direction and upper management, but also by getting my hands in the tech. I also have the opportunity to coach other new Leads/Manager in undertaking the same role than I am.

    • Team Lead AI/Gameplay - Far Cry New Dawn
      Mar 2018 - Mar 2019 · 1 yr 1 mo

      Taking all my past experiences from the Gameplay and AI cell of AAA projects, both on the technical and managing side, I brought those respective teams to great successes by delivering a quality product in a record breaking time. I worked closely and contributed in every layer (Tech, Production, Upper Management & Direction) of the team.

    • Team Lead AI Programmer - Far Cry 5
      Jan 2016 - Mar 2018 · 2 yrs 3 mos

      I was in charge of the AI Programming Team on Far Cry 5, peaking at 20 direct report developers. I split my time between managing the team and developing or designing AI systems. Managing tasks included but were not limited to: - Milestone planning - Sprint planning - Prioritization of tasks - Leading several meeting / Status updates - Design vision broadcasting and influencing - JIRA dashboard management - etc AI features development included but were not limited to: - Systemic Mission/Activity/Quest flow - Dynamic Encounters/Spawning - AI Behavior Tree - NPC Conversation System - Contextual Behaviors - etc On a day to day basis, my goal was to make sure that every programmer on the team was unblocked and knew where they were going with the systems they own, also with the back idea of absorbing the technicality of those systems for myself so that I could weigh-in on the technical direction. I was continuously improving the way that we conducted our production flow to be as efficient as possible in delivering our features in a timely manner and at the highest quality. Notably, I coordinated small strike teams (when applicable) for most features which includes members from several development Cells (Artist, Game Designers, Animators, Level Designers, etc.). I also facilitated the flow of information and made sure everyone was on the same page while reporting the status of the development to our Direction Team.

  • Technology Analyst at Morgan Stanley
    Jan 2011 - Jun 2013 · 2 yrs 6 mos

    Member of the IT Development team in charge of producing Official Trade Confirmations booked with Morgan Stanley to everywhere around the World. Mainly involved in developing a system from scratch to manage the delivery preference of the accounts of every users around the world.

  • Gameplay Programmer at Behavior Interactive
    Aug 2007 - Aug 2008 · 1 yr 1 mo

    Worked for 2 internship of 4 months with a 4 month break for University courses. I worked as a Gameplay Programmer on the "Indiana Jones:The Staff of Kings" title for the Wii Console.