<aside> <img src="/icons/invitation_lightgray.svg" alt="/icons/invitation_lightgray.svg" width="40px" /> Email - [email protected]
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<aside> <img src="/icons/briefcase_blue.svg" alt="/icons/briefcase_blue.svg" width="40px" /> **Linkedin - Maxime Schneider**
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<aside> <img src="/icons/branch-create_green.svg" alt="/icons/branch-create_green.svg" width="40px" /> Github - @Maxime-Code-Git
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<aside> <img src="/icons/move-document_red.svg" alt="/icons/move-document_red.svg" width="40px" /> CV ****
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<aside> <img src="/icons/run_gray.svg" alt="/icons/run_gray.svg" width="40px" /> About Me :
I’m Maxime Schneider, a game programmer specialized in gameplay mechanics and modular systems. I focus on writing clean, efficient, and scalable code, and I’m always ready to take on new challenges especially when it comes to bringing original ideas to life in fresh and engaging games.
Passionate about game development, I constantly seek to learn and improve whether it’s through exploring new programming patterns, refining user experience, or diving into new tools and technologies. I love VR :).
<aside> 📍 Belgium Namur.
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Since 2023, I’ve been studying Video Game Programming as part of a three-year Bachelor’s degree at Haute École Albert Jacquard (Namur, Belgium), which I’m currently pursuing on time (third year, no delays).
This program has given me strong foundations in game-focused programming, using engines like Unity (C#) and Unreal Engine (Blueprints & C++), as well as in low-level development with SDL2 (C++), which I’ve used to create my own 2D gameplay prototypes.
I’ve already completed several solo and group projects including a shoot’em up with upgrade mechanics in Unreal and a turn-based RPG with multiple playable characters which helped me develop solid skills in clean code structure, teamwork, and modular system design.
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I've always been drawn to puzzle-based games like Zelda not just for playing them, but for understanding how they work. That joy of solving things pushed me to start creating my own mechanics, which naturally led me to programming.
Today, I focus on gameplay programming, with a strong interest in modular systems adaptable UIs, input detection, cleanly saved settings… I enjoy building systems that are clear, reliable, and designed to grow with the project.
In my free time, I prototype mechanics, stay up to date with tech trends, or challenge myself with logic puzzles and chess. I'm passionate about everything related to programming and often think about how I could turn a small idea into actual gameplay.
I can work independently, but I really enjoy small teams where ideas are shared and tested quickly. I’m looking to join a studio indie, AA, or AAA where passion, structure, and collaboration all have a place.
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Languages: C++ (SDL2, Unreal Engine), C# (Unity)
Game Engines: Unity (2022+), Unreal Engine 5.2 & 5.4 (advanced with Blueprints & C++)
Low-level development: full 2D game creation with SDL2 (game loop, collisions, shooting, HUD, spawner, memory management…)
Modular systems: adaptive UI, input detection, persistent settings, scalable architecture
Version control: proficient with Git and GitHub, solo and team projects
UI / Interface: UMG (Unreal), Unity UI – currently improving on responsive design
Animation: 2D in Unity (spritesheets, timeline), basic 3D in Blender
Audio: sound design and editing in Reaper, retro audio with Chiptone
Organization: uses Notion for planning, comments code clearly, keeps structured development notes
Gameplay Programming
Systems (tools, modularity)
UI and interface logic
Logical thinker with a strong interest in mechanics and problem-solving
Independent but prefers small teams for quick feedback and collaboration
Curious and self-driven, always testing and learning new tech
Structured in his workflow, committed to completing functional prototypes
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