- 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.
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.