
Executive & Entrepreneur, Digital Entertainment & Interactive Services
Paris Area, France

Executive & Entrepreneur, Digital Entertainment & Interactive Services
Paris Area, France
Started getting involved in computers & media in the 80s, creating games for the Apple II.
In 1990, founded Kalisto Entertainment, a development studio which employed more than 300 people releasing over 20 titles on more than 50 SKUs for computers, game consoles, mobile phones & interactive TV formats, single & multi players.
Between 2002 and 2005, worked as a consultant advising such companies as Codemasters, Lagardere Group, Blue Byte and Ubisoft primarily on their development strategy, organization and processes.
Joined in 2005, the Lagardere group to start and manage their mobile games & applications activities for three years.
With partner Sebastian Lombardo, started a new company end of 2007, Mimesis Republic, focusing on 3d virtual worlds & web casual games.
Interactive entertainement & multi-users virtual experiences design strategies,
multimedia development organization and processes,
business development,
entrepreneurship
(Privately Held; 11-50 employees; Online Media industry)
December 2007 — Present (11 months)
3d virtual worlds, social networks & web casual interactive entertainment
(Educational Institution; Computer Games industry)
December 2007 — Present (11 months)
Video games development school.
(Privately Held; 1-10 employees; Computer Games industry)
2005 — Present (3 years)
Video games credits & information database
(Privately Held; Real Estate industry)
October 2001 — Present (7 years 1 month)
Real estate & construction company
(Privately Held; 10,001 or more employees; Broadcast Media industry)
May 2005 — November 2007 (2 years 7 months)
Started and managed the mobile games & applications group within Cellfish Media.
(Public Company; 201-500 employees; Computer Software industry)
2007 — 2007 (less than a year)
Coached management to optimize publisher’s editorial organization and processes. Analyzed online services opportunities for the company & recommended possible strategies.
(Privately Held; 51-200 employees; Internet industry)
2007 — 2007 (less than a year)
Coached management to optimize publisher’s editorial organization and processes.
(Government Agency; Computer Games industry)
April 2005 — April 2005 (1 month)
(Privately Held; 51-200 employees; Publishing industry)
January 2005 — March 2005 (3 months)
Analyzed multimedia educational opportunities (CD-Rom, interactive DVD, Mobile, Web, TV) for the company & recommended possible strategies and partnerships
(Public Company; 1001-5000 employees; Computer Games industry)
December 2003 — December 2004 (1 year 1 month)
Worked with CEO and world wide Development Management to organize, train, staff & recruit and help optimize ubisoft's internal development studios (1300 people+)
(Privately Held; 51-200 employees; Computer Software industry)
2000 — 2004 (4 years)
Data management software developer & publisher.
(Public Company; 51-200 employees; Computer Games industry)
March 2003 — November 2003 (9 months)
interim Head of Ubisoft's Paris studio,
managed the development teams
to succesfully deliver products such as "XIII" or "Ghost Recon: Jungle Storm"
to optimize costs, pre-production processes
and consolidate studio management.
(Public Company; 10,001 or more employees; Computer Games industry)
December 2002 — April 2003 (5 months)
Analyzed mobile gaming market opportunities for the Group
and recommended possible strategies & partnerships
(Public Company; 11-50 employees; Computer Games industry)
January 2003 — March 2003 (3 months)
Coached studio management to optimize studio organization and processes
(Privately Held; 51-200 employees; Computer Games industry)
October 2002 — January 2003 (4 months)
Coached studio management to optimize studio organization and processes
(Privately Held; 1001-5000 employees; Newspapers industry)
1999 — 2003 (4 years)
Regional newspapers & media group
(Privately Held; Computer Software industry)
August 2002 — November 2002 (4 months)
(Public Company; 201-500 employees; Computer Games industry)
June 1990 — June 2002 (12 years 1 month)
Kalisto developed more than 50 video games SKUs for PC and consoles, sold worldwide. The company employed a staff of over 300 people, based mainly in France and in the USA.
Kalisto released original titles such as Pac-in-Time (1994 / published by Namco), Dark Earth (1996 / published by Microprose), Ultimate Race (1997 / published by Microprose) or Nightmare Creatures (v1 in 1998 / published by Sony & Activision ; v2 in 2000 / published by Konami) and games under licences such as the Vth Element (1998 / published by Sony & Activision), Lucky Luke 2 (2001 / published by Infogrames), Adibou (2001 / published by Vivendi Universal) or Sponge Bob (2002 / published by THQ).
Kalisto also worked closely with such companies as Orange and Alcatel supplying them with mobile games and with Ncsoft and Tiscali on massively multiplayer games.
After going public in 1999, the company was hit hard by the turmoils of the financial markets and it had to shut down mid 2002.
(Public Company; Animation industry)
2000 — 2002 (2 years)
Movies & TV animation series producer.
(Privately Held; 1-10 employees; Wine and Spirits industry)
1999 — 2002 (3 years)
Wine trader & analyst to the Credit Agricole wine web stock market project.
(Publishing industry)
August 1994 — May 1999 (4 years 10 months)
Children book publishing company in China.
Operating from Bordeaux & Wuhan then from Shanghai, NGM published popular French series such as "Père Castor" (Flammarion) or "Les Incollables" (Play Bac) between 1994 and 1999, when I sold the company.
(Privately Held; 11-50 employees; Internet industry)
1995 — 1998 (3 years)
Web agency.