Assassin Creed III
UBISOFT QUÉBEC, 2011 - 2012
"You are Connor, warrior son of a Native American mother and British father. As the colonies draw closer to revolution, you will become the spark that ignites the revolution into a full blaze. Your crusade will lead you through blood-soaked battlefields. You will not only witness history...you will make it."

Role: Mission Director for Québec Studio; Game Designer
Responsibilities / What we've done:
» the Homestead: world, missions and game design
» all of the underground network: layout, puzzles and game mechanics
» Connor's Eagle mission
» ACIII minigames: Fanorona, Nine Men Morris, Bocce
» ...and many prototypes, including a majestic boss fight in an ancient Mayan temple


Assassin Creed: Brotherhood
UBISOFT QUÉBEC, 2010
More than 500 years after having being designed, Leonardo's Da Vinci most spectacular war machines come to life in Assassin's Creed: Brotherhood. Unleashing their power is a key for fun!

Role: Lead Game Designer for Leonardo's Missions
Main Tasks:
» design of Leonardo's war machines
» machines' production direction
» Leonardo's missions design and implementation

Prince of Persia: The Forgotten Sands PSP
UBISOFT QUÉBEC, 2009 - 2010
The Prince is back to his roots in his last PSP incarnation, his classic platforming gameplay enhanced by a new twist on time powers: our hero can now slow down and accelerate each element of the game world, like traps, moving platforms, enemies...

Role: Lead Game Designer, Creative Lead
Main Tasks:
» development of game concepts, scenario and game/level design
» design integration and production creative supervision
» development of story concepts
» script integration, voice-acting direction

Prince of Persia Retro - iPhone/iPad
UBISOFT QUÉBEC, 2009
The 1989's Prince reissued by Ubisoft for iPhone and iPad. With the game already available on the appStore, I was assigned to a major redesign of its interface and controls.

Role: UI designer
Main Tasks:
» design game's UI
» testing and iteration
Battle of Giants: Mutant Insects - Nintendo DS
UBISOFT QUÉBEC, 2009
A post-nuclear scenario where radiations have mutated insects into giant, abominable monsters: you are one of them, exploring these wastelands and battling for survival.

Role: Pre-production Designer
Main Tasks:
» game's core mechanics design and prototyping
» game's concept and scope definition

My Secret World - Nintendo DS
UBISOFT MILAN, 2007 - 2008
A contemporary edition of a tween girl evergreen: a Secret Diary! This time, with stylus and touchscreens as pen and paper. The game, which benefitted from the consultancy of the developmental psychologist Paolo Crêpet, aims to be a "user companion", offering content on the basis of the user's profile as obtained through a set of tests and through a constant analysis of her playing habits.

Role: Lead Game Designer
Main Tasks:
» development of game concepts and game design
» game design/scripwriting
» team build-up and mentoring
» design integration and production supervision

Games@Ubisoft
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Games@Ubisoft

Games developed with Ubisoft.

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