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David FLEURY

Paris

En résumé

Mes compétences :
C#
Java
OOP
C++
COM/DCOM
STL
Swing
ATL
Hibernate
SQL
XML
UNIX
Sybase
Visual Studio
Solaris
Machine Learning
Oracle Database
Purify/Quantify
Scala

Entreprises

  • Murex - Senior Dev. Product & Architecture team

    Paris 2012 - maintenant The Production and Architecture Consulting team (PAC) is responsible for the technical satisfaction of Murex Customers as well as ensuring the Technical non regression of the Murex Platform. This involves Technical support, Implementation support, Performance benchmarks, Infrastructure and architecture consulting, Pre-sales workshops, Trainings, etc …

    -> Analysis of potential memory or CPU regressions as well as crashes or technically incorrect behaviour.

    C, C++, Java. Visual Studio, Eclipse, Quantify, Purify, Perforce, Unix (Solaris, AIX, Linux), database (Oracle, Sybase), SQL...
  • Alstom Transport - Software Engineer

    2007 - 2012 conception, development, documentation and testing of different modules in C++/C# for subways supervision and regulation systems.

    Among other things, directly involved in conception, developement and/or documentation (in english) and testings of :
    - automatic regulation systems,
    - passenger and driver information systems,
    - rolling-stock management systems,
    - custom serial and ethernet communication protocols for display panels,
    - automatic testing tools...

    Also provides technical support for project teams in India, Brasil, USA, Canada, Asia...
  • Médiane Systèmes - Ingénieur développement logiciel

    2005 - 2007 Mission for Alstom Transport, development and testing of automatic train regulation components for mass traffic (subways).
  • Nevrax - Game Developer

    2001 - 2005 Game developer on the MMORPG Ryzom, among a team of up to 6 developers, and in direct interaction with the other teams (mostly game design, testers and game level).

    I have been involved in:

    - Conception and development of the fight, magic and experience systems.
    - co-development of the faber (item fabrication) system.
    - gamedesign modification on the fight, magic, and experience systems (re-designing and re-coding the whole experience system in a couple months between beta and final release)
    - helping the test team to identify and address the various bugs and problems
    - bug tracking and fixing in various parts of the program, both in client and server, in gameplay related code.

Formations

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