Charles Gaudron

Game Director - Beyond Good & Evil 2

Montpellier, Occitanie, France

About

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.

Experience

  • UBISOFT Montpellier (6 yrs 11 mos)
    • Game Director - Beyond Good & Evil 2
      Jan 2023 - Present · 3 yrs 6 mos

    • Systems Design Director - Beyond Good & Evil 2
      Aug 2019 - Jan 2023 · 3 yrs 6 mos

  • Ubisoft (Full-time · 7 yrs 10 mos)
    • Systemic Gameplay Director - Watch Dogs Legion
      Oct 2016 - Aug 2019 · 2 yrs 11 mos

      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.

    • Lead Game Designer - Watch_Dogs 2 DLCs
      Oct 2016 - Apr 2017 · 7 mos

      → 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."

    • Senior Game Designer - Watch_Dogs 2
      Oct 2014 - Oct 2016 · 2 yrs 1 mo

      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

  • Game Designer/Producer - Facebook projects at Visiware
    Sep 2011 - Nov 2011 · 3 mos

  • Game Design Consultant - Card Stories at Farsides
    Sep 2011 - Sep 2011 · 1 mo

  • Darkworks (3 yrs 8 mos)
    • Lead Game/Level Designer - BlackDeath
      Feb 2010 - Sep 2011 · 1 yr 8 mos

      Survival horror FPS http://www.blackdeathgame.com/ ¤ Tools: PlayAll

    • Lead Game/Level Designer - game concepts & prototypes
      Mar 2009 - Feb 2010 · 1 yr

      → 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

    • Senior Game Designer - I Am Alive
      Feb 2008 - Mar 2009 · 1 yr 2 mos

      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