LinkedInPhilippe Paquet

Philippe Paquet

Director, Security Architecture and Operations at Disney Interactive

Location
Greater Los Angeles Area
Industry
Computer Games
Previous
  1. Disney Interactive,
  2. Disney Interactive Studios,
  3. Vivendi Universal Games
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Websites
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Background

Experience

Director, Security Architecture and Operations

Disney Interactive
– Present (3 years 4 months)Greater Los Angeles Area

Providing security architecture guidance for applications and infrastructure projects, including Disney Interactive cloud infrastructure. Defining security policies. Providing training and guidance to publishing and development teams. Leading audits, remediations efforts and incident response. Negotiating technology agreements and contributing to technology related deals.

Director, Technology

Disney Interactive
(8 months)Greater Los Angeles Area

Responsible for the engineering of the cloud SDK on client platforms (console, mobile, desktop), the cloud endpoints and the associated infrastructure (XLSP, WLID…), application specific servers and some of the shared services (promo codes, news ticker…).

Director, Technology

Disney Interactive Studios
(2 years 9 months)Greater Los Angeles Area

Responsible for evaluation and validation of technologies, teams, and projects. Providing support to publishing and development teams. Negotiating technology agreements and contributing to technology related deals. Contributing to the global technology strategy (roadmap, acquisitions, etc). Driving key technology projects, with a particular focus on online technology and cloud integration. Titles include:
- Alice In Wonderland (DS, PC, Wii)
- Disney Book of Masters (PC)
- Disney Sing It (360, PS2, PS3, Wii)
- Disney Sing It: Family Hits (PS3, Wii)
- Disney Sing It: High School Musical 3: Senior Year (360, PS2, PS3, Wii)
- Disney Sing It: Party Hits (PS2, PS3, Wii)
- Disney Sing It: Pop Hits (PS2, PS3, Wii)
- Disney TH!NK Fast (PS2, Wii)
- Disney Universe (PS3, 360, Wii)
- Disney’s A Christmas Carol (DS)
- G-Force (360, DS, PC, PS2, PS3, PSP, Wii)
- Pure (360, PC, PS3)
- The Sorcerer’s Apprentice (DS)
- Toy Story 3: The Video Game (360, DS, MAC, PC, PS2, PS3, PSP, Wii)
- Split / Second (360, PC, PS3)
- Several cancelled titles

Technical Director

Vivendi Universal Games
(1 year 11 months)Greater Los Angeles Area

Responsible for evaluation and validation of technologies, teams, and projects. Providing support to publishing and development teams. Negotiating middleware agreements. Contributing to the global technology strategy. Driving key technology projects. Titles include:
- 50 Cent: Blood On The Sand (360, PS3)
- Crash of the Titans (DS, GBA, PSP)
- Eragon (360, DS, GBA, PC, PS2, PSP, XBX,)
- Legend of Spyro : A New Beginning (DS, GBA, GCB, PS2)
- Legend of Spyro : Dawn Of The Dragon (360, DS, PS2, PS3, Wii)
- Legend of Spyro : The Eternal Night (DS, GBA, PS2, Wii)
- Leisure Suit Larry : Box Office Bust (360, PC, PS3)
- Scarface: The World Is Yours (PC, PS2, PSP, XBX)
- The Mummy: Tomb of the Dragon Emperor (DS, PS2)
- The Spiderwick Chronicles (360, DS, PC, PS2, Wii)
- WET (360, PS3)
- World In Conflict (PC)
- World In Conflict: Soviet Assault (Cancelled, 360, PS3)
- Several cancelled titles

Technical Director

The Collective
(1 year 1 month)Greater Los Angeles Area

Responsible for the development of key next generation technologies. Titles include:
- Da Vinci Code (PC, PS2, XBX)
- Dirty Harry (Cancelled, 360, PC, PS3)
- Harker (Cancelled, 360, PS3)
- Silent Hill: Homecoming (360, PS3)

Core Technology Manager

Reflections
(3 years 9 months)Newcastle upon Tyne, United Kingdom

Responsible for all cross platform and cross projects aspects (include 3D engines and tools). Titles include:
- Driver: parallel lines (PC, PS2, XBX)
- Driver 3 (PC, PS2, XBX)
- Stuntman (PS2)

Technical Director, Infogrames Sport and Infogrames Racing

Atari
(2 years 9 months)Paris Area, France

Responsible for evaluation and validation of technologies, teams, and projects. Provided support to publishing and development teams. The sport and the racing departments were running concurrently up to 16 projects on new generation consoles. Titles include:
- Apex / Racing Evoluzione (XBX)
- Furious Karting (XBX)
- Transworld Snowboarding (XBX)
- V-Rally 3 (GBA, GCB, PC, PS2, XBX)
- MX-Rider (PS2)
- Power Spike: Pro Beach Volleyball (GBA, PC, PS1)
- Splashdown (PS2, XBX)
- UEFA Challenge (PS1, PS2, PC)
- Ronaldo V-Football (GBA, PS1)

Senior Software Engineer, PlayStation and Network Specialist

Infogrames
(3 years 6 months)Lyon Area, France

Provided technical expertise for Infogrames and affiliated teams. Created intranet for R&D department. Titles include:
- Need for Speed: V-Rally 2 (PS1)
- Heart of Darkness (PS1)
- Lucky Luke: On The Dalton’s Trail (PS1)
- Need for Speed: V-Rally (PS1)

Certifications

GIAC Penetration Tester (GPEN)(Link)

GIAC, License 8582

QualysGuard Certified Specialist

Qualys
– Present

Publications

Debugging Concurrency(Link)

Gamasutra
June 2005

In July 2000 Apple brought dual-processing to its PowerMac line and symmetric multiprocessing (SMP) became officially mainstream. Less than 4 years later, Intel introduced a feature called "Hyperthreading" to their IA-32 processor line and simultaneous multithreading (SMT) became mainstream too. Before the end of the year, we will see Intel, AMD and Microsoft introducing multi-core processors to the masses. Multithreaded applications are now a fact of life and probably the only way toward maximum performance. Unfortunately, with multithreaded applications come a new class of bugs which challenge even the most experienced programmers.

Programming Multi-threaded Architectures: Interlocked Operations(Link)

Gamasutra
June 2006

Interlocked operations provide a simple mechanism for synchronizing access to variables that are shared by multiple threads. Interlocked operations don't supplant classic synchronization functions like critical sections or mutex objects but complement them as they answer a very specific need.

Programming Multi-Threaded Architectures - Mutex Objects and Critical Sections(Link)

Gamasutra
December 2005

When multiple threads have shared access to the same resource such as a file or a block of memory, threads can interfere with one another. Mutex and critical sections are two mechanics used to avoid the concurrent use of un-shareable resources.

Languages

  1. English

  2. French

  3. German

Skills

  • .NET
  • ASP
  • C#
  • C++
  • Java
  • JavaScript
  • Perl
  • PHP
  • Python
  • XML
  • HTML
  • AJAX
  • Alienbrain
  • Git
  • Perforce
  • Subversion
  • Databases
  • SQL
  • iOS
  • Linux
  • Mac OS X
  • Nintendo DS
  • Playstation
  • Windows
  • Xbox
  • Xbox 360
  • Wii
  • Agile Methodologies
  • Application Architecture
  • Application Security
  • Cloud Security
  • Console Games
  • Cryptography
  • HTTP
  • Information Security
  • Internet
  • Facebook
  • Management
  • Network Architecture
  • Network Security
  • Patents
  • Project Management
  • Software Development
  • Social Media
  • Team Leadership
  • TCP/IP
  • Video Games
  • Web Development
  • Console
  • PS3
  • See 35+  See less

Patents

Gender and age based gameplay through face perception(Link)

United States 8,777,739
Issued July 15, 2014

There is provided a system and method for determining a gender and age of a player of a game. There is a method comprising capturing an image of at least one player, and determining the gender and age of the player based on the image. In this manner, the game may be customized to be more relevant or attractive to the player's gender and/or age group.

Number of Players Determined Using Facial Recognition(Link)

United States 20140087876
Filed March 27, 2014

There is provided a system and method for determining a number of players present using facial recognition. There is provided a method comprising capturing an image of the players present, and determining the number of players present based on the image. In this manner, players may more easily configure game settings, whereas spectators may be presented a more engaging experience.

System and method for number of players determined using facial recognition(Link)

United States 8,672,754
Issued March 18, 2014

There is provided a system and method for determining a number of players present using facial recognition. There is provided a method comprising capturing an image of the players present, and determining the number of players present based on the image. In this manner, players may more easily configure game settings, whereas spectators may be presented a more engaging experience.

System and method for simulating object weight in animations(Link)

United States 8,538,736
Issued September 17, 2013

A system and method simulating object weight for computer-generated animation uses inverse kinematics for simulating object weight to generate new positions of an object being carried by an animated character. An object is assigned a weight and the object is attached to the animated character at one or more attachment points. A weight varying function is used to increase the weight when the character's foot contacts the terrain surface during a "step" and the increase is reduced between each step. A distance between the attachment point(s) and the terrain surface is reduced by a number of inches per pound when inverse kinematics is applied to generate new positions of the attachment point(s).

Ghost Expressions Based On Ghost Data Augmented By User-Provided Information(Link)

United States 20120295718
Filed May 16, 2011

Ghost expressions with user-provided information may be provided in asynchronous gameplay. According to some implementations, ghost data associated with a first performance by a first user of a first task in a game may be obtained. The ghost data may be configured to allow generation of a ghost expression in the game corresponding to the first performance of the first task in the game by the first user. User-provided information associated with the first performance of the first task in the game may be obtained. The ghost data may be augmented with the user-provided information to obtain augmented ghost data. The augmented ghost data may be provided to effectuate presentation in the game of the ghost expression and at least some of the user-provided information via a client computing platform associated with the first user or a second user of the game.

Inventors:

Player Specific Limited Licenses(Link)

United States 20120184366
Filed January 19, 2011

One embodiment of the present invention sets forth a method for providing a user access to a gaming environment without a full license. In operation, a license generator receive a request to generate a temporary license for a user not having access to the gaming environment from a primary user having a full license. The license generator then generates the temporary license based on license information associated with the full license belonging to a primary user. The user can then access the gaming environment via the temporary license, but may only be given restricted access to the gaming environment.

Inventors:

System and method for in-game interactive advertising(Link)

United States 20120122554
Filed November 12, 2010

Provided are systems and methods for execution by a processor of an electronic gaming device to provide in-game interactive advertising. One example method includes placing an advertisment within an electronic game environment configured for execution by the electronic gaming device, detecting when a player reaches the advertisement, notifying the player of an option to bookmark the advertisement, receiving a selected option from the player and storing the selected option in a bookmark record. Another method additionally includes communicating a bookmark in the bookmark record corresponding to the selected option to the player upon the player leaving the electronic game environment and listing an in-game reward for choosing to follow the bookmark.

Inventors:

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