CM

Colin Magne

Angel Investor. Entrepreneur. Software Engineer.

Tokyo, Tokyo

Invests in

Stages:

Locations:

  • Min Investment:

    $100,000.00
  • Max Investment:

    $5,000,000.00
  • Target Investment:

    $1,500,000.00

Work Experience

2021

  • Partner & Mentor

    2021

    Inovexus is building the future of European early-stage funding. We provide both funding and mentoring to founders who think global from day 1.

  • Co-Founder

    2017

    ● Angel investments (Pre-seed and seed stages) ● Syndicate creation and leads ● Consulting

2016

  • Founder

    2016

    Blockbox is investing in crypto-assets. ● Managing a portfolio of 100+ crypto-assets ● The strategy is focus on research of early stage protocol level decentralized blockchain projects. ● Entries and exits are based on fundamental analysis, timed with market cycles analysis.

2017

  • Angel Investor

    2017

    ● Angel investments (Pre-seed and seed stages) ● Consulting

2018

  • Founder

    2018

    ● Startups investments and advisory ● Japanese craftsmanship culture discovery contents. ● Japanese craftsmen support.

2003 - 2016

  • General Manager

    2012 - 2016

    ● IPO preparation, and compliance implementation (Listed on Tokyo Stocks Exchange in 2015) ● Supervise engineering department (40 pers.) ● Supervise multiple projects ● Recruit ● Participate to B2B expansion (customer conversion, partnership creation) ● Participate to B2C planning (community building, Product design) ● Improve internal work environment ● Associate with customer to create new opportunities

  • Team lead

    2010 - 2012

    ● Supervising multiple projects in parallel (computer vision, cloud rendering, image processing, rendering engine prototyping, social games creation including PixelRain) ● Thai subsidiary creation ● Supervising a GPGPU image processing library development on mobile devices (OpenGL|ES 2) ● Lead the development of a driver (with graphical API) for a Next Gen portable game device (5 pers. team): - Designed to balance performance on very low power CPU and ease of use of the API hiding the complexity of the GPU's hardware level commands. ● Supervised the development of the cross-platform effect and UI renderer for Qriocity music player on PSP and PS3 ● Supervised the development of the 3D UI and graphical effects of a VoD application on Android (using OpenGL|ES 2.0) ● Supervised the research and development of a natural generator of 3D meshes from 2D user strokes. - Researched on autogeneration of binary tree structures best fiting an arbitrary 2D closed shape. - Implemented a thin plate interpolator (Radial Basis functions in 3D)

  • Senior Software Engineer

    2003 - 2010

    ● Lead the research and development of a new video compression/decompression algorithm (codec) - Targeting high quality (close to H.264) but faster to decompress than regular DCT based codecs (for real-time software decompression on CPUs such as ARM). ● Programmed a simple 3D viewer (OpenGL based) of an hospital patients datase (Emphasis on graphics quality such as AA on some vector data) ● Programmed the PlayStation 3 Cell processor using intrinsic functions. Multi processor implementations. Trained other software engineers in programming the Cell processor. - Programmed the PlayStation 3 RSX, including general purpose GPU processing. ● Entirely developed two real-time 3D technology demos for Takumi, Corp. 3D graphic accelerator for handheld devices using OpenGL|ES layer. - Conception and implementation of a re-usable 3D engine. - Performance analysis using gcc profiler and optimization of the lower levels of the OpenGL|ES driver. ● Developed from scratch a lossy 3D data stream compression system for Bunkasha Games: - Conception of the original compression algorithm. - Implementation and optimization of the real-time decompressor for Xbox using x86 assembly. ● Achieved diverse customisations of Intrinsic Alchemy game middleware (a Vicarious Visions, Inc technology). ● Programmed a cartoon renderer on the PlayStation 2 using VU assembler.

  • Lead software engineer

    2005 - 2006

    ● Led the creation of the graphic layer of a 3D User Interface research for PlayStation 3: - Feasibility analysis according to artist's requests. - Algorithm research, design, conception and optimization: - Parallel processing schemes. - Code implementation under Linux environment: - C/C++, assembly language using a gcc based tool chain. - Code optimization: - Wrote an iso-surface generator almost entirely using assembly for Cell. - Maximized Cell processor pipeline throughput parallelizing independent instructions, using loop unrolling, manual branch hinting, etc. - Trained extra engineers. - Achieved Coordination between Silicon Studio and Sony Computer entertainment through weekly technical meetings. ● Some features of this graphic layer include image-based lighting techniques, real-time isosurface adaptive generation using the Cell processor parallel power, real-time post process photo-realistic effects such as depth of field.

  • Software Engineer

    2000 - 2003

    ● Participate in the development of a natural language parsing/analyzing engine in C/C++. ● Developed a secured payment website using Apache and Perl.