Théo Immi

Frontend & Low-Level Developer
theoimmi@pm.me+41 79 871 09 40St-Prex, Vaud, CHGithub

After earning a CFC in Interactive Media Design, I pursued further technical training at 42 Lausanne. There, I strengthened my existing skills and broadened my understanding of programming. While my background is in frontend development, I’m especially drawn to low-level programming. Discovering C and later C++ sparked a lasting interest in how computers work. I continue to explore these languages across areas such as cybersecurity, embedded systems, and game development.

Experience

Frontend Developer Intern

Jun 2022 - Dec 2022
Hawaii Interactive

Built and maintained responsive web applications within the company's internal tech stack, collaborating with designers and backend developers to ship production-ready features.

  • Developed web applications using [PHP/Sass/WordPress], ensuring cross-browser compatibility and responsive design
  • Collaborated with a team of 6 across design, backend, and QA to deliver features on schedule

Skills

Frontend

HTML, CSS, JavaScript, TypeScript, React, Mantine, Vite

Backend

Node.js, C++, WebSockets, REST APIs, Prisma

Low-Level

C, Memory management, GDB, Valgrind

Devops

Docker, Github Actions, CI/CD Pipelines

Architecture & Tooling

Monorepos, Microservices, CLI Tools, Unix based systems, Scrum Framework

Projects

POSIX-compliant shell written from scratch in C, replicating core bash behavior without relying on external shell libraries.

  • Implemented a custom lexer/parser to tokenize and interpret commands, quotes, and expansions
  • Managed child processes and inter-process communication via fork, execve, waitpid, pipe, and dup2
  • Handled redirections (<, <<, >, >>) by manipulating file descriptors at the syscall level
  • Built a signal-handling layer (SIGINT, SIGQUIT, SIGTERM) to match interactive bash behavior
  • Developed 7 builtins (echo, cd, pwd, export, unset, env, exit) with correct exit-code propagation

Ray-casting 3D engine written in C, rendering a first-person view from a 2D grid map and letting the player navigate maze-like environments in real time.

  • Implemented the ray-casting algorithm (DDA) to compute wall distances and project a 3D view from a 2D map at real-time framerate
  • Wrote a custom parser for the map file format, validating layout, textures, and spawn position with granular error handling
  • Applied texture mapping to wall surfaces, sampling bitmap textures per column with distance-based shading
  • Handled player movement and wall collision detection using trigonometric projection and grid lookups

This is a web-based version of the eponymous board game. Built as a team of 5, the project is currently under development

Education

42 Lausanne

Oct 2024 - Dec 2026
Certificate in Computer science

ERACOM

Sep 2019 - Jul 2023
CFC in Interactive Media Design

Certificates

B2 English Certificate
2017-10-01

Languages

French — Native speaker
English — Fluent (B2)

Interests

Low-Tech
DIYEfficiencyReusabilityOpen Source
Magic The Gather
Game DesignStrategyDo you pay the one ?