Benjamin Hamon's developer website

DevOps Engineer

Paris, from November 2019 to June 2023

As a DevOps engineer at Amplitude, I was part of a cross-project engineering team responsible for the internal services and tools used for the development and release of video games for PC and consoles. I notably participated in the projects Humankind and Endless Dungeon.

My mission consisted in upgrading, expanding and maintaining internal services and tools, as well as providing support to the other teams, predominantly developers and producers. My work pertained primarily to continuous integration and delivery (CI/CD), as well as application distribution, bug reporting, development for game consoles, internal infrastructure, multiplayer tests, and revision control.

The technologies I worked with were C# and Python for programming, Unity3D for game development, Ansible for system administration, HTML/CSS/JS for web development, Windows and Linux as working environments, Steam, Epic Games Store, PlayStation 4 and 5, Xbox One, Xbox Series X and Stadia as target environments, GitLab-CI for CI/CD.

  • Ansible
  • C#
  • GitLab-CI
  • HTML/CSS/JS
  • Linux
  • Python
  • Unity3D
  • Windows

DevOps Engineer

Paris, from May 2017 to August 2019

As a DevOps engineer at Dontnod, I was part of a cross-project engineering team responsible for the engine and tools used for the development and release of video games for PC and consoles. I notably participated in the projects Vampyr, Life Is Strange 2, and Tell Me Why.

My mission consisted in upgrading, expanding and maintaining internal services and tools, as well as providing support to the other teams, predominantly game developers and producers. My work pertained primarily to continuous integration and delivery (CI/CD), as well as development for game consoles, configuration of DLC and patches, internal infrastructure management, localization, packaging, revision control, server management, and system administration.

The technologies I worked with were C++, C# and Python for programming, Unreal Engine for game development, Ansible for system administration, WPF for tools development, Windows and Linux as working environments, Steam, Microsoft Store, PlayStation 4 and Xbox One as target environments, Perforce for revision control, Buildbot for CI/CD.

  • Ansible
  • C#
  • Linux
  • Perforce
  • PlayStation
  • Python
  • Unreal Engine
  • Windows
  • Xbox

DevOps Engineer

Paris, from May 2014 to May 2017

As a DevOps engineer at Kobojo, I was part of a cross-project engineering team responsible for the framework and the server infrastructure used for the development, deployment and operation of video games for Facebook and mobiles. I notably participated in the projects Mutants Genetic Gladiators, Zodiac Orcanon Odyssey, and Primal Legends.

My mission consisted in developing the backend framework and managing the online infrastructure. My work pertained primarily to backend development and cloud infrastructure, as well as continuous integration and delivery (CI/CD), database administration, online services development, and system administration.

The technologies I worked with were Bash, C++, C# and JavaScript for programming, Unity3D for game development, AWS for cloud infrastructure, ASP.NET and HTML/CSS/JS for web development, Windows and Linux as working environments, Windows, Facebook, Android and iOS as target environments, TFS for revision control, TFS and Jenkins for CI/CD.

  • AWS
  • C#
  • C++
  • HTML/CSS/JS
  • Jenkins
  • Linux
  • Python
  • TFS
  • Unity3D
  • Windows

Game Programmer (internship)

Hong Kong, from August 2013 to January 2014

As a game programmer intern at Frenzoo, I participated in creating video games for mobiles. I notably worked on a casino game for the Me Girl franchise.

My mission consisted in programming the game, through implementing its gameplay elements, designing the user interface and optimizing performance.

The technologies I worked with were C# for programming, Unity3D for game development, Windows as working environment, Android and iOS as target environments.

  • Android
  • C#
  • iOS
  • Unity3D
  • Windows

Game Tools Programmer (internship)

Angoulême (France), from September 2011 to December 2011

As a tools programmer at Pohlm Studio, I joined a programming team creating video games for mobiles.

My mission consisted in developing a level editor.

The technologies I worked with were C# for programming, WPF for application development, Windows as working environment.

  • C#
  • Windows

Programmer (internship)

Paris, from June 2010 to July 2010

As a programmer at DJiT, I participated in a startup project to create a web application for mixing music.

My mission consisted in developing the web application, by working notably on user interface and audio processing.

The technologies I worked with were ActionScript 3 and C for programming, Flex for application development, Windows as working environment.

  • ActionScript
  • Windows

Tester and Programmer (internship)

Paris, from June 2009 to July 2009

As a tester and programmer at Modedemploi, I participated in the development of web projects.

My mission consisted in testing websites and developing widgets.

The technologies I worked with were ActionScript for programming, Flash for application development, Windows as working environment.

  • ActionScript
  • Windows