Montpellier, Occitanie, France
Working to bring life to the extraordinary universe of Beyond Good & Evil 2 through ambitious gameplay, rich worldbuilding, and systemic design. Leading a passionate team to shape a unique space opera experience for players around the world.
Title: Watch Dogs: Legion Platform: PS4/PS5/Xbox One/Xbox Series/PC/Stadia Publisher: Ubisoft → Guiding the team in charge of designing and building the pipeline that would generate systemic missions and systemic opportunities at run time for Play As Anyone. We managed to: • generate recruitment missions on the fly that would be meaningful for each character and fun to play • generate nemesis characters for each player depending on their actions and potentialy leading to a nemesis mission • enhance the system to offer full autonomous approach to recruitment through providing ways of dealing with NPC's life in a fully systemic way (without any mission script) It implied to redefine how Level & Mission Designers would work on the entire game through applying a systems design approach on level design and mission design.
→ Leading the team in charge of online content for Watch_Dogs 2 DLCs → Managing 4 Game Designers DLC's online content features, in marketing words: • "Mayhem – a new difficulty level for co-op activities that introduces a new enemy archetype equipped with advanced weaponry. (Available December 13 for PS4)" • "Elite co-op missions that feature the Jammer – an enemy that possesses the technology to hunt you down. (Available Spring 2017)" • "New PvP mode called Showd0wn where only the best players can survive."
Title: Watch_Dogs 2 Platform: PS4/Xbox One/PC Publisher: Ubisoft → Owner of the endless Coop missions → Designer of the procedural gameplay tech & tools powering the Coop missions • Working in Co-Dev with studios around the world • Guiding a team of Gameplay Programers, Tools Programers, Game Designers, Level Designers, Animators and Sound Designers from conception to release • Carrying the vision of systemic design applied to dynamic missions and procedural gameplay on the project and beyond • Team ownership watch dog and Agile method enthusiast
Survival horror FPS http://www.blackdeathgame.com/ ¤ Tools: PlayAll
→ Lead Game/Level Designer on the production of a First Person action prototype for PS3/X360 based on a movie → Lead Game/Level Designer on the production of a survival horror FPS prototype for PS3/X360 ¤ Tools: Unreal 3 + Kismet
Title: I Am Alive Platform: PS3/X360 Publisher: Ubisoft → Designer in the Scrum team in charge of core gameplay (aka the "KoTheory" team) → Level Design supervisor on core gameplay issues • Gameplay & AI design and tuning ——————————————————————————————————————— ◦ creation of a persistent AI eco-system meant to respond to the player's actions and to his different kind of approaches (stealth, manipulation, diversion, hand-to-hand fighting, shotgun intimidation, grapple…) ◦ designing & tuning the following mechanics: - stealth (AI detection cones, detection windows & feedbacks, backstab window, AI patrols, breaking & reinitializing AI patrols) - intimidation (threatening enemies with a shotgun and taking advantage of their fear) - diversion (throwing resources to catch enemies' attention) - manipulation (throwing resources to sow discord between enemies) - treasure hunt (stealing mission objective items, being stolen in turn, then retrieving items from looters to complete the mission) ——————————————————————————————————————— • Level Design supervision (mainly on orientation, circulation and core gameplay issues) • Rational Level Design ¤ Tools: Unreal Engine 3 + Kismet