Hello there!

I'm André, a french programmer, currently working as Lead Tech programmer at Cyanide-Studio, France.

I graduated in 2015 from the Multimedia Engineering School IMAC.

My passion is to develop game engines and network-based games. I am also a big fan of procedural generation.

In this website you can see some of the projects I did work on.

Somebody said I'm a graphic artist? I'm not. I'm a true, 100%, core-inside programmer.

Now, use the menu if you want to enjoy my work and this beautiful xHtml1-like website.

Or leave.

Last update: 2021-02-05



  • André SOCHARD
  • Multimedia Engineer
  • Born 08-18-1993 (age 27)
  • andre.sochard (at) gmail (dot) com


  • June 2019-Today: Lead Tech Programmer at Cyanide Studio

    Nanterre, France.

    New engine for old projects.

  • November 2018-April 2019: Senior programmer at Cyanide Studio

    Nanterre, France.

    Work on prototypes.

  • August 2017-November 2018: Lead programmer at Cyanide Studio

    Nanterre, France.

    Work on Space Hulk: Tactics.

  • November 2015-July 2017: 3D/Tech programmer at Cyanide Studio

    Nanterre, France.

    Work on Styx: Shards of Darkness and The Council.

    • 3D pathfinding algorithm for realistic sound propagation.
    • Various optimizations and bugfixes in Unreal Engine 4 incl. lighting, shadowing, apex, and consoles.
    • Development and optimizations of the in-house game engine for Xbox One and PS4.

  • March-September 2015: Intern engine/tools programmer at Cyanide Studio

    Nanterre, France.

    Work on the engine and tools used by Bloodbowl II and The Council.

    Engine improvements, tools refactoring and debugging.

  • June-September 2014: Intern engine programmer at Eko Software

    Choisy-le-Roi, France.

    Developpment of Sound and Video engines and associated tools for Playstation 4 and Xbox One.

    TRC Compliance, Build, debug, tests for the game How To Survive.

  • May-June 2012: Internship at Conviviance

    Neuilly-Sur-Marne, France.

    Software R&D on automatic switchboards systems.


  • 2014-2015: Master Degree in Computer Graphics and Signal Processing

    Université Paris-Est Marne-la-vallée, Marne-la-vallée, France.

  • 2012-2015: Engineering degree

    IMAC (Image, Multimedia, Audiovisual and Communication), Marne-la-vallée, France.

  • 2010-2012: Bachelor's degree in Computing Science (DUT)

    IUT de Montreuil, Montreuil-Sous-Bois, France. First of my year.

  • 2010: French Scientific Baccalaureate, with mention.

    Lycée Général Charles-le-Chauve, Roissy-en-Brie, France





  • C++11/14
  • STL, Boost, Qt


Game Engines

  • Irrlicht, Ogre3D
  • Unity, Unreal engine 4


  • Playstation 4/5 SDK
  • Xbox One/Series SDK



  • HTML5 / CSS3
  • PHP / SQL
  • Javascript / JQuery / AJAX



  • Moviemaking (shooting, editing)
  • Sound design (recording, editing)


  • System
  • Network


Projects info

Click on a project picture to display informations


zLaby started as a 2 dimensional perfect labyrinths algorithm generator. Then it grew up as I put it into a 3D Engine.

I created some features around this little game, like an A* pathfinding algorithm and a .bmp solution printer.

Afted adding a physing engine and 8 difficulty modes, the game was ready to be played.

zLaby Statistics

Project duration: 3 weeks

Team members: 1

Lines of code: ~2k

Date of end: March 2012

External libs: Irrlicht

Progress: 100%



This game was created in the unique goal of implementing a Conway's Game of Life.

The engine used is my own engine, based on the SDL. I also used a noise engine, zNoise

The result was pretty good-looking so I released it as a windows screensaver

zLife Statistics

Project duration: 2 hours

Team members: 1

Lines of code: ~1.5k

Date of end: March 2012

External libs: SDL, zNoise

Progress: 100%

Nazara Engine

Nazara Engine is an game engine created by Lynix for his own project

This Engine is based around OpenGL for the 3D, WinAPI (Windows) for the windowing, and Winsock for the networking.

Currently 3 members are working on it, on different modules.

My job on this engine is to provide an efficient network engine, with all the features that comes with it: serialization, pooling...

Core project's lastest sources currently available for download here

Networking's lastest sources currently available for download here

Nazara Statistics

Project duration: more than 1 year

Team members: 3

Lines of code: too many to be counted

Date of end: not yet

External libs: OpenGL, WinAPI, Winsock

Progress: 50%


zCraft is an implementation attempt of a procedurally-generated voxelized world.

To avoid world long loading time, I wrote a dynamic loader in another working thread that boosts the performances and the speed of the game.

As of May 2012, the game can hold roughly 1 million cubes in real time.

zCraft Statistics

Project duration: 1 week

Team members: 1

Lines of code: ~1k

Date of end: May 2012

External libs: SDL, OpenGL 2

Progress: 100%

Thanks for the pentakill

Thanks for the pentakill is a song we wrote for a sound-design school project.

The purpose of the project was to create a music using ProTools.

We recorded our own voices and used MIDI instruments.


Project duration: 1 month

Team members: 3

Song duration: ~2min30

Date of end: May 2013

Softwares: ProTools 10, Guitar Pro 6

Progress: 100%

So What?

This is a short movie about the life, the universe, and everything.

The project has been done under a Audiovisual course.

So What? Statistics

Project duration: 3 months

Team members: 5

Movie duration: ~5min

Date of end: November 2013

Progress: 100%

Euclide Was Wrong!

Euclide Was Wrong! is a physic-oriented puzzle game created for the Microsoft's ImagineCup Challenge.

In the game you play as a technician trying to stop a Non-Euclidean disaster created by a power plant.

Euclide Was Wrong! Statistics

Team members: 5

Softwares: Unity3D, 3Ds Max, Photoshop

Progress: 40%


ImaKart is a school project created under a Computer Graphics course.

For this game we built a complete game engine on top of the SFML library, using the Deferred Rendering method.

The shaders are generated by the engine, depending on the materials used by the 3D models.

ImaKart Statistics

Team members: 4

Softwares: 3Ds Max, Photoshop

Progress: 70%

How To Survive

How To Survive is a zombies game based on advanced survival mechanics like crafting.

I took part in this project as intern engine programmer. My primary job was to develop the sound and video engines used by How To Survive on Xbox One and Playstation 4, and all the tools needed to export the sounds on thoses platforms

I also made the Technical Requirements Certifications for Xbox One

How To Survive Statistics

Company: Eko Software

Team members: 15


Styx: Shards of Darkness

Styx: Shards of Darkness is an infiltration game where the player controls a gobelin.

I took part in this project as engine and AI programmer. I created a 3D pathfinding algorithm for realistic sound propagation, and also to serve as navigation helper for the game's flying creatures.

I also took part in the various optimizations and bugfixes we did in the Unreal Engine 4.

Styx: Shards of Darkness Statistics

Company: Cyanide Studio

Team members: 40 (at peak time)


Contact me