Chloé Girard
cloud-native / games
C# • Go • Python • K8s • CI/CD • AI

I engineer high-performance distributed systems that ship games faster.

Senior Tools & Platform Engineer at Ubisoft with 10+ years building low-latency, high-throughput services and cloud-native platforms. I write production-grade C#, Golang and Python and design Kubernetes-based CI/CD ecosystems that scale across teams.

I combine deep engineering fundamentals with modern leverage — integrating LLM/AI capabilities into workflows, tooling, analytics, and developer productivity.

Impact snapshot

brutal metrics, honest outcomes
CI/CD visibility
KPIs
Designed metrics and dashboards to expose bottlenecks and improve delivery flow.
Cloud-native delivery
K8s
AWS + Kubernetes-backed services supporting production pipelines.
Performance engineering
40Gbps
Benchmarked systems to reach maximum hardware capacity (40Gbps).
Cross-team leverage
Advisor
Technical advisor driving architecture decisions and DevOps adoption.

Core skills

what I reach for first
C# / .NET Core / ASP.NET Golang (APIs + perf) Python (automation / AI) Kubernetes / Rancher AWS / Azure CI/CD Architecture Terraform / IaC MongoDB / EFCore / OData Observability KPIs Distributed storage Performance benchmarks LLM/AI integration Technical vision

I like infrastructure that feels like a good game loop: fast iteration, clear feedback, and measurable progress — from code to shipped builds.

Selected work

systems with game-dev energy

Golang API powering CI/CD game delivery

Production-grade API used by CI/CD pipelines to orchestrate, validate, and deliver game builds at scale.

GoCI/CDK8sRelease Engineering

CI/CD metrics platform

Analytics + KPIs to expose pipeline bottlenecks and improve throughput across teams.

AWSKubernetesBIKPIs

IaC “golden path” for platform services

Terraform + Kubernetes templates that standardize deployments while keeping escape hatches for reality.

TerraformHelmRancherDX

High-throughput performance engineering

Benchmark design + performance-oriented practices to reach maximum hardware capacity (40Gbps).

PerfDistributedLow latency40Gbps

Think “level select” for platform work: each card is a system, a constraint set, and a shipped outcome.

Experience

from shipped tools to shipped games
Tools Programmer — Ubisoft
Feb 2016 – Present • Montreal
Platform • Cloud-native • Architecture
  • Led the design and implementation of a mission-critical Golang API powering CI/CD pipelines responsible for game build orchestration and delivery.
  • Designed solutions to gather CI/CD data and provide metrics/KPIs to improve delivery processes using AWS, Kubernetes, and ASP.NET Core.
  • Provided Infrastructure as Code for backend tool services using Terraform, Kubernetes, Rancher, AWS, and GitLab.
  • Designed .NET Core backend search interfaces using OData with MongoDB and EFCore, optimized for performance.
  • Designed and improved distributed storage solutions with worldwide presence supporting production pipelines.
  • Engineered low-latency, high-availability, high-throughput systems and designed benchmarks to reach maximum hardware capacity (40Gbps).
  • Acted as Technical Advisor across teams, guiding architecture decisions and DevOps adoption strategies.
  • Authored Architecture Decision Records (ADRs) to formalize technical strategy, ensure knowledge transfer, and improve long-term maintainability.
  • Led cross-department technical conversations to break silos and standardize containerized infrastructure and deployment practices.
  • Evangelized BI tools and influenced business decisions based on analytics; provided KPIs to support InnerSource initiatives.
Software Developer — Kalida Technologies (Consultant)
Feb 2014 – Feb 2016 • Chambly, QC
Computer Vision • Consulting
  • Consulted for Bombardier Transport; contributed to a bike fit system using skeletal detection and motion capture.
Software Developer Consultant — Bombardier Transportation
Feb 2014 – Feb 2016 • Saint-Bruno-de-Montarville, QC
C# • Architecture • Testing
  • Refactored a business tool supporting rail projects with a domain-oriented onion architecture; migrated WinForms → WPF and upgraded .NET 3.5 → 4.5.
  • Added Dependency Injection, unit tests, and Gherkin functional tests; contributed to continuous improvement and agile practice improvements.

Creative universe

why this doesn’t feel “corporate”

I bring a video-game mindset to engineering: tight loops, clear UX for developers, and systems that reward good behavior. If a pipeline is confusing, it’s a level design problem. If an incident is noisy, it’s feedback design.

Signature strengths

how I show up

Systems thinking

I map the whole pipeline (people + tools + constraints) and optimize where it actually matters.

Pragmatic standards

Golden paths, templates, and guardrails — with escape hatches when reality demands it.

Performance culture

Measure → change → verify. Repeat. No vibes-only optimization.

AI / LLM leverage

modern engineering acceleration

I use LLMs as a force multiplier for strong engineering fundamentals — accelerating analysis, automation, and documentation while keeping production safety, correctness, and observability as first-class constraints.

Developer Productivity
Summarize logs, explain failures, draft runbooks, generate reliable scaffolding, and speed up refactors.
Delivery & Ops Intelligence
Extract signal from CI/CD metrics, detect anomalies, and support decisions with clearer KPIs and narratives.

If AI helps, it should land as automation, tests, ADRs, or measurable process improvements.

Contact

say hi
Email
chloe.girard.84@outlook.com
Link
LinkedIn

Built for: cloud-native platforms • CI/CD systems • game delivery pipelines • performance engineering • architecture decisions.