Benjamin Dumaz

Benjamin Dumaz

Content director at UBISOFT Montpellier

Supervisor Director / 18 yrs

Montpellier Area, France

Hire Me

Game Designer

ZombiU (2012)

Principal Game Designer

From dust

Games

- AC: Syndicate
- AC: Unity
- The Crew
- Rayman Legends
- Rayman Origins
- From Dust
- ZombiU (a.k.a Killer Freaks)
- Undisclosed WiiU family game
- Totems
- Urban Race
- Rayman 3 HD
- Various web/social games (Panzer General Online...)

Companies

- Ubisoft Montpellier
- Ubisoft Editorial Paris
- 10Tacle studios Belgium

Trivia

- My first games were Iron lord and Zak McKraken

- My other hobbies are playing random instruments, politics, and various subjects such as quantum physics, surrealism, and movies with explosions.

Specialties: - General game design, Combat design, Enemy Behavior, Game balance and tweaking.

- Social games design

- Free to play design

- Systems design, AI, Ecosystems.

- Technical design, Animation-driven gameplay, Prototyping, Coding knowledge

- Multi/solo level design (Various editors), Architecture.

- Experience on action, platform and adventure games; proficient knowledge of FPS and MMORPG.

- Production survey & management practice; strong experience working with scrum.
Work History
  • Content director

    Ubisoft Montpellier

    January 2016 - Present
  • Lead Level Designer - AC: Syndicate - Jack the Ripper

    Ubisoft

    October 2014 - December 2015

    Developped our narrative and content vision with Gabrielle Shrager and Florent Sacre, then helped make it real by overseeing a team of 8 level designers.

    "There is a thin line between an Assassin and a murderer."

    - Themes, story
    - Narrative structure
    - Mission & secondary content vision
    - LD Team manager

  • Senior Game Designer - AC : Unity

    Ubisoft

    March 2014 - October 2014
  • Senior Game designer: undisclosed AAA

    Ubisoft

    January 2013 - February 2014

    Game systems, AI, business model & monetization.

  • Game designer: Rayman Legends

    Ubisoft

    August 2012 - January 2013
  • Game content manager: Rayman Origins, Legends, The Crew...

    Ubisoft

    August 2011 - August 2012

    Editorial position in which I will participate in easing and perfecting design & production processes in production teams around Ubisoft's international studios.

    Currently working on projects:

    - Rayman Legends
    - The Crew
    - Other undisclosed Ubisoft and third party projects, including high profile AAA games, free-to-play and social games.

    Previously released projects:

    - Rayman Origins (Xbox 360, PS3, Wii, 3DS, Vita)
    - Rayman 3 HD (XBLA/PSN)

  • Game designer: ZombiU (Killer Freaks) on WiiU (FPS)

    Ubisoft

    March 2011 - August 2011

    Weapons, ennemies, AI, other design, game design methodology.

  • Game designer: From Dust (Terraforming/God game)

    Ubisoft

    November 2008 - March 2011

    First designer to join Eric Chahi in an expanding team.

    Had a great deal of responsibility, on this heavily tech-driven and innovative game.

    I started with conception of the simulation itself, before answering the difficult question of what to do with it. Now working on game ingredients, global structure and systems.

    - Game structure
    - Game systems
    - Working on technical design matters in the simulation (conception, tweaks), such as: Volcanoes, Mud, Erosion, Rivers, Vegetation, ...
    - Game ingredients and gameplay elements
    - Using my experience conceiving tools to help improve the in-house and in-game editors.
    - Level design & building

  • Game designer: Totems (3rd p. Action/Platform)

    10Tacle Studios Belgium

    January 2006 - December 2008

    Worked on Urban Race, a multiplayer "free running" game, on Xbox360 & PC.

    - General game design (objects, movement, game modes, rational level design....)
    - Community design & study
    - Multiplayer Level Design

    Previously working on Totems, an AAA action platformer for Xbox 360.

    - General design from the start of the project (game structure, story, characters), active participant in every side of the game's design (movement, powers, camera, levels)
    - Main combat designer (player, enemy behaviour)
    - Animation production management, definition, and communication with the animation team
    - Daily communication and work in a team of (untamed) programmers
    - Production pipeline and tools definition
    - Working in a Scrum environment
    - Worked on various additional game prototypes, concepts and designs.

  • Assistant writer

    Gamekült

    June 2005 - September 2005

    Summer placement: biographies, game information, data mining ...

  • Pay managment assistant

    Renault

    2001 - 2004

    Student jobs at Renault, 3 years in a row, in a company from which I learned the basis of many interesting things like quality management, planning and logistics.

  • Java/SQL Programmer

    Unilog

    May 2003 - August 2003

    Trainee on a 10 months project for the French army.

Education
  • Game design and games production management

    SUPINFOGAME

    2004 - 2006
  • BSc in Multimedia

    Teesside University

    2003 - 2004
  • DUT in Computer Science

    Université Paris Sud (Paris XI)

    2001 - 2003
  • DEUG in Mathematics

    Université de Cergy-Pontoise

    2000 - 2001