Joining Ubisoft in 2011 as a HR trainee, I was not expecting to be so enchanted by gaming industry. Some of the key people I met gave me the chance to throw myself into this adventure by hiring me as a project manager intern. I work scrupulously since then to develop the necessary aptitudes to advance.
I'm keen to find a challenging position within a long length production that allows me to keep working with creative people, where I will be able to continue to increase my project management skills as well as to improve my technical knowledge.
Work History
Product Owner
6TM
April 2019 - Present
Région de Rennes, France
Associate Producer
Ubisoft
October 2013 - Present
Paris
Recruited to create and follow the overall content production process of Just Dance and Just Dance Now projects. Following strategic decisions coming from Producer and Creative Director, my colleagues and I manage the production team on a daily basis to reach the deadlines with the highest quality.
Duties :
• Manage project teams. 40+ people among art, sound, video and level design fields.
• Determine priorities and objectives
• Identify project risks and plan with appropriate people to resolve them
• Handle multi-site collaboration
Sabbatical Leave
Indépendant
March 2018 - April 2019
New Zealand
My partner and I are taking time to realise a dream: traveling across New Zealand in our van for a year.
I spend the last 2 months of my job recruiting and training my successor. I'm very proud to see and ear that, contrary to other transition the team had experienced, this one seems painless for them.
I also take advantage of this special time to create and run an interactive training program to raise awareness among the team about the live part of the Just Dance brand (Product description, business offer, strategic vision, tools presentation…). This program is still used today for new comers.
Live Associate Producer | Product Owner
Ubisoft Paris Studio
November 2015 - March 2018
Région de Paris, France
Once Just Dance 2016 successfully released, Just Dance brand splits into 2 branches: the new physical game to launch next year and the online service already available for players. I’m in charge of the second one.
Going along with business stakeholders, I translate their vision into production plan and manage the team along the way to finally deliver new content to players every 3 weeks. My responsibility goes from content production to technical design. Therefore, I work on a daily basis with tools and online developers, as well as game designers and business operations manager.
Duties :
• Capture and translate business requirements into production plan (including user stories and backlog creation)
• Optimize cost and productivity of the existing live production pipeline
• Follow back-end and back office developments to make sure it fits production priorities and client's expectations
• Handle back office settings to configure the product according to editorial policy and content release schedule
• Help with any technical decision on the physical game that might impact live operations once released
• Participate to tools development to ensure they meet production goals (including Jira plugins and specific workflows)
• Track performance and quality assurance. Follow up with customer service
• Calculate and manage costs along the way
• Manage project team (40+ people) spread across 3 different studios (France, China, India)
• Volunteer to organize team events (team buildings, workshops, enclosure parties...)
Associate Producer
Ubisoft Paris Studio
July 2015 - October 2015
Région de Paris, France
Working more on the artistic part of the production until then, I'm called for help carrying out Just Dance from a full offline project to an online one. I step into this specific topic 3 months before release and few weeks after the game has been sent to first parties for final submission. The entire online part has not been started. We have no servers up, no release process, no dedicated tools. We are also bind to the code that has already been put on the disk. Meaning that every modification of this part of the code would require a day 1 patch and then would cost us money.
In addition to acquainted pretty fast with the technical sphere of a game production, challenge is also for me to be super efficient when it comes to delays and budget.
Duties :
• Make sure there is a server up and running for Day 1
• Create a live production pipeline from content creation to test and release
• Help to build and train an efficient test team
• Design necessary release tools and follow their production
• Prepare and adjust planning and staffing according to workload
Production Manager
Ubisoft
January 2013 - September 2013
Paris
Recruited to schedule and organize everything related to Just Dance's green screen shootings, from the global planning to the D-Day (1 shooting every 3 weeks).
Duties :
• Responsible for rehearsals, fittings and shootings planning
• Handle all logistic aspects before, during and after the shooting (equipment, staff, catering, travels...)
• Manage costs and create weekly reports
• Take care of human resources tasks linked to freelance hiring
• Ensure a good relation with external contractors
• In charge of temporary events (castings, workshops)
Internal Communication Assistant
Ubisoft
September 2012 - December 2012
Paris
Recruited to develop and promote an internal life within Ubisoft Paris Studio.
Duties :
• In charge of internal events (products launch, enclosure parties, annual celebrations...)
• Ensure communication between works council and employees
• Handle new arrivals' welcome and integration
• Optimize well-being at work