
Game designer at Ubisoft
Brussels Area, Belgium

Game designer at Ubisoft
Brussels Area, Belgium
Experienced game designer, I moved from Belgium to France after working on animation-driven AAA games at 10tacle.
I now work at Ubisoft, on every aspect of an innovative game including a lot of heavy systems, until November 2009.
I've been working on various platforms until now, including PC, Xbox360, PS3, PS2 and NDS, and lately, began working on "Big games" concepts using buildings, cell phones and strawberries.
Trivia
- My first games were Iron lord and Zak McKraken
- My other hobbies are photography, politics, and various subjects such as quantum physics, surrealism, and movies with explosions.
- Some others fields of experience provide me with competence in communication, marketing.
- General game design, Combat design, Enemy Behavior, Game balance and tweaking.
- Systems design, AI, Ecosystems, Cellular automata.
- Technical design (Animation, Camera, Input), Animation-driven gameplay, Prototyping.
- Multi/solo level design (Hammer/UnrealED/War3ed...), Architecture.
- Experience on action, platform and adventure games; proficient knowledge of FPS and MMORPG.
- Production survey & management practice; experience working with scrum at both Ubisoft and 10tacle.
(Public Company; FR0000054470; Computer Games industry)
November 2008 — Present (9 months)
First designer to join an expanding team, on a new and exciting IP.
Having a great deal of responsibility, on an heavily tech-driven and innovative game.
- Game structure
- Gameplay systems
- A lot of technical design
- A awful lot of secret things I can't wait to tell you about
- Using my experience conceiving tools to help improve the in-house and in-game editors.
We recently switched to agile dev, using Scrum.
(Privately Held; 11-50 employees; Computer Games industry)
July 2006 — August 2008 (2 years 2 months)
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.
(Privately Held; 11-50 employees; Online Media industry)
June 2005 — September 2005 (4 months)
Summer placement: biographies, game information, data mining ...
(Privately Held; 10,001 or more employees; RNO; Automotive industry)
2001 — 2004 (3 years)
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.
(Privately Held; 5001-10,000 employees; Computer Software industry)
May 2003 — August 2003 (4 months)
Trainee on a 10 months project for the French army.
Game design and games production management 2004 — 2006
Supinfogame is the first Game design and production management school in France.
Various game concepts, designs, level designs (Aurora, Splinter Cell, Warcraft 3, ...).
Game prototypes using Flash, Ogre3D&libs...
Graduated in 2006, after the production of a game prototype called Sonate (http://www.sonate.info).
BSc , Multimedia , 2003 — 2004
Game design module.
DUT , Computer Science , 2001 — 2003
DEUG , Mathematics , 2000 — 2001