
Narrative Designer at Ubisoft Montreal
Montreal, Canada Area

Narrative Designer at Ubisoft Montreal
Montreal, Canada Area
Contact or Connection Requests: rvanlierop(at)rocketmail(dot)com
Goal: To be the primary creative driver behind a blockbuster character-driven triple-A video game and cross-media property.
To be an industry-acknowledged expert in game concept development, creative direction, and production, with a focus on character-driven interactive entertainment.
Game concept development, production, team leadership and project management. Interactive narrative and gameplay design. Creative writing and storyverse design. Interactive entertainment industry trend analysis. Communication, prioritization, and effort optimization.
(Computer Games industry)
November 2008 — Present (9 months)
Narrative Designer at Ubisoft's award-winning Montreal studio.
As part of the core team, create and direct the development of narrative elements (story, character, setting, and narrative structure) for an unannounced triple-A FPS project. Spearhead the design and development of gameplay-focused narrative systems that enable the player to "play the story". Lead the narrative team in executing on this vision, and its expression through game content. Work to advance the art and science of interactive narrative.
(Entertainment industry)
January 2007 — October 2008 (1 year 10 months)
Executive Creative Director & Co-Founder of Radar Group & Creative Director at 3D Realms Entertainment.
Provided high-level creative direction and production oversight of multiple externally developed multi-platform, original IP video game projects. Instrumental in the conception of multiple original character-driven IPs built from the ground up to have blockbuster transmedia potential. Responsible for building and leading a team of creative directors and writers focusing on the development of original game IP.
Focus on: Creative Direction, Brand building, Character and World Creation, Gameplay Prototyping
Projects: Earth No More, Prey 2, Incarnate, multiple unannouced original IP.
(Public Company; 501-1000 employees; Computer Games industry)
November 2003 — January 2007 (3 years 3 months)
Started out as an assistant producer on the Dawn of War franchise. Eventually held both associate producer and producer positions on the Company of Heroes franchise. Helped ship 2 of the most highly regarded RTS titles of the last 5 years -- 'Company of Heroes' (94% gameranking), and 'Warhammer 40,000: Dawn of War' (86% gameranking), as well as the first follow-up to Dawn of War, 'Winter Assault'.
At the peak of my career at Relic, I was directly responsible for leading a team of over 75 developers in the creation of triple-A RTS games. At Relic, I learned a ton about game production, team leadership, and creating high quality entertainment.
Projects: Company of Heroes, Warhammer 40,000: Dawn of War, Dawn of War: Winter Assault
(Computer Games industry)
September 2000 — November 2003 (3 years 3 months)
Provided game writing and design services for clients in the interactive entertainment development industries. Key clients included Gameloft, Capcom, Microsoft Games Studios, Kaydara [Alias], Blue Shift Games, Bauhaus Software, Ideazon, Sherpa Games, and Sherpa Games. Key projects I contributed to during this time include: Fatal Frame, Fatal Frame 2, Steel Battalion, Z-Board, and several design and story proposals for game projects that never saw the light of day. Working as a freelancer allowed me to experience a wide variety of projects with a broad spectrum of companies, and helped refine a strong work ethic based on self-motivation, professionalism, and clear communication.
(Public Company; 501-1000 employees; Computer Software industry)
May 1999 — August 2002 (3 years 4 months)
Marketing & Technology writer for two major players in the 3D hardware and software industries -- Matrox Graphics, and Kaydara. At Matrox, I worked on the G400, G450, and G800 product launches. At Kaydara, I worked on FiLMBOX and Motionbuilder. The company later went on to be purchased by Alias. I wrote extensive technical and marketing documents for both of these companies, including Advertising, Manuals, Packaging Copy, etc. Working for these companies exposed me to many projects in the Entertainment industry (film and video games) which fueled my passion for those fields.
Personal:
- 2004 Team Award, THQ Inc., for Warhammer 40,000: Dawn of War (awarded out of all THQ's internal production teams).
- 2004 Unsung Hero Award, Relic Inc., for Warhammer 40,000: Dawn of War (awarded by development team).
- 2005 Furious Charge Award for Team Leadership, Dawn of War: Winter Assault (awarded by development team).
Projects:
>Company of Heroes (2006)
Over 35 major awards including...
- Game of the Year (PC Gamer)
- Game of the Year (Computer Games)
- Best PC Game, Best Sound, Best Multiplayer, Best RTS (GameSpy)
- Best PC Game, Best RTS (Gamespot)
- Best PC Game, Best RTS, Best Online Game, Best Sound (IGN)
- Best Stratey Game (Game Critics)
- Strategy Game of the Year (Interactive Achievement Awards)
>Warhammer 40,000: Dawn of War (2004)
- (Runner Up) Best RTS of the Year (IGN)
- Best Use of License (GameSpy)
>Dawn of War: Winter Assault (2005)
- Expansion Pack of the Year (IGN)