
Philippe Teichmann Projects Portfolio
I’m an undergraduate student at McGill University pursuing a B.Sc. in Computer Science with a strong academic record (3.96/4 GPA). With experience participating in research projects, developing simulations and commercial games with tens of thousands of users, I’m passionate about applying my software engineering & computer science skills across diverse fields including core engine development, AI (machine learning), and overall innovative technologies. I’m always eager to learn and take on new challenges.
Additionally, I've founded a video game studio (with a title in production and a six-figure publishing deal).
The top two projects in the list below have received most of my recent focus and time.
Roman Triumph (releasing in Q1 2025)
Commercial game. A roman survival city-builder/colony-sim. Demo out, 92% positive with 200+ reviews. [link]
Developed entirely by me. Some noteable elements:
-
Implemented custom A* pathfinding (multi-threaded highly performant solution)
-
Developed a customizable procedural environment generation algorithm, systems with individually highly-performant simulated citizens, enemy AI and controllable armies and much more (serialization system, economy, research system, optimized humanoid animations etc.).
-
Independently developed a commercial product with tens of thousands of users (demo released, full game coming soon), handling all gameplay systems, intuitive UI/UX, AI, optimization, and iterative improvements. Written over 100,000 lines of code.




MLP and CNN for classification of MNIST dataset
-
Developed an MLP to classify the MNIST handwritten digits dataset, achieving competitive accuracy.
-
Designed and evaluated a TensorFlow CNN with varying layer configurations and hyperparameters, comparing performance against the MLP.
-
Leveraged scikit-learn and pandas for efficient data pre-processing.
Code: https://colab.research.google.com/drive/1GpBi0tNFXLun23fmwVl0OOOuhx_RAiRI?usp=sharing
Results, Analysis and Discussion: https://drive.google.com/file/d/1Ztk0BQLzslB4E88bka__gWVv93E1I4kM/view?usp=sharing
Chess With Lasers (Commercial Game, Released)
A turn-based strategy digital board game. Developed in Unity entirely by me (art, game design, programming), apart from the use of some VFX assets and SFX assets.
-
Local and Online Multiplayer (P2P)
-
Singleplayer against AI (minimax, pruning)
-
Level editor/creator (play and share levels you make), competitive mode, tutorial mode, steam achievements etc..
-
Iterative development with a testing QA team (same as with Roman Triumph)
https://store.steampowered.com/app/1517240/CHESS_with_LASERS




First Person Shooter Prototype
Started as a baseline functionality prototype for a stealth FPS hitman game.
FPS controller with realistic weapon animations done by a contracted artist, sounds and visual effects.
Weapon customization system with realistic attachments which modify behavior of the weapon.
Focus on creating good game feel and realistic gunplay through detailed player feedback (shell casings, smoke etc.)
Enemy active ragdoll for realistic hit response with realistic blood visual effects.




Multi-Pathogen Agent-Based-Model (McGill)
-
Created a high-performance multi-pathogen agent-based model for simulating the spread of multiple pathogens (e.g., SARS-CoV-2, Influenza, HRS, RSV) within a synthetic population, capturing pathogen-pathogen interactions in hosts.
-
Developed in Python with use of SciPy, Numba and NumPy libraries and data-oriented design for high performance computing. Developed a theoretical model and implemented it.
Github: https://github.com/PhilippeTei/pathosim
Research project at McGill University under Professor Caroline Wagner (Bioengineering, Summer 2023–Fall 2023). An academic paper is in progress.
Architecture of the model (pathosim) [link]
Poster which provides an overview of the research:


Ubisoft GameLabs 2024
10 weeks game development competition in an 8-person team.
- Built multiplayer networking for player interactions.
- Developed the AI, animation, UI and gameplay mechanics.
Our game was nominated by Ubisoft for one of the awards.
Video: https://www.youtube.com/watch?v=ue97fEyqtLw
Note: the team has proceeded to building the game fully without me. The linked video was filmed using the competition's build.



Covid Transmission Simulation
A simulation and visually representation of the spread of SARS-COV-2 in a store, according to user-specified simulation parameters. A general mathematical framework for estimating risk of airborne transmission of SARS-COV-2 given by the American Institute of Physics was implemented in a 3D real-time virtual setting populated with artificially intelligent shoppers.
Developed in Unity entirely by me.
Makes use techniques such as pooling, cpu time slicing, A* pathfinding, hash grids, finite state machines and more.

Describe your image

Describe your image

Describe your image

Describe your image
Other (hardware projects)
-
An automated water pumping system for feeding water in indoor plants and trees. Comprised of an Arduino board, a capacitive water level sensor, a water pump and a LED display.
-
A meccanum wheel robot equipped with an ultrasonic sensor capable of avoiding obstacles and moving in all direction. This was done with Lego Mindstorm.