Charles de Rousiers
Charles de Rousiers is Software Engineer on the Rendering pod in the Frostbite team. Pushing the graphical fidelity in today’s and tomorrow’s blockbuster game titles is what drives this doctor in Computer Graphics hailing from France.
“After having finished my Ph.D. in Computer Graphics in France, I wanted to move into the video game industry. There are a lot of concrete challenges to address here, and there is a lot of research where you can directly apply the outcome.
I started applying for jobs abroad in several studios. While born in France, I wanted to live and work in another country to take in new experiences. I had already spent some time abroad during my studies, and I’ve always enjoyed living outside France.
DICE has been one of my favorite studios for a long time, and I really liked the work done by the Frostbite team on Battlefield: Bad Company 2 and Battlefield 3. So the choice to move to Sweden when they offered me the job as Software Engineer on the Frostbite team was very easy.
My daily work on the team is quite varied: I do coding, playing, miscellaneous problem solving, brainstorming, helping other team members, and chatting with artists. The diversity means it never gets boring!
I’ve always been into visuals, and I think it’s interesting how we are now getting enough horsepower to almost rival movies when it comes to rendering complex materials, beautiful particle effects, and proper lighting – all in real time.
There will always be abstract and heavily stylized games, and I think that’s great. But for a first person shooter like Battlefield (or a racing game like Need for Speed) I think people will always strive for photo realism to increase immersion. That’s the part of rendering that piques my interest the most.
One of the things I appreciate the most on the Frostbite team is the amount of team work going on. Have a problem? Just chat with your colleagues and you will find an awesome solution together.
The benefit of working on the engine itself means we aren’t restricted to one game title at a time. You are in touch with a lot of game teams and thus address a large range of problems and features. I find that very rewarding, as opposed to working on a single title.
I joined Frostbite a couple of months after Battlefield 3 shipped, late 2011. It was easy to get into the Frostbite team, and it was quicker than I thought to make yourself at home in Sweden. The winter was a bit long, perhaps, but I am very happy to be here. The combination of the beautiful city and the closeness to nature is really appealing to me. I couldn’t dream of being in a better place -- working on Frostbite here in Stockholm is a labor of love.”