I worked 4 years at Ubisoft in a Research & Development team focused on gameplay and new technologies. We partnered with first parties (Sony, Nintendo & Microsoft), hardware vendors, middleware developers and other research labs to create new gaming experiences.

I was hired in the Gameplay Engineer position, with most of my time spent on prototyping. After 1 or 2 years I started to assist Ubisoft in other ways, with hard tech research, partnerships, management, recruitment and some legal tech and financial tech matters.

Some notable projects I worked on:

  • Custom game engine for prototyping, quickly delivering gameplay was our #1 objective. Work on scripting, data & entity paradigms, doc, multiplayer, level editor

  • Evangelize Ubisoft studios with gameplay & prototyping philosophies using our custom game engine, workshops with internal studios and internal consulting

  • Prototypes for Assassin’s Creed, Ghost Recon, Splinter Cell

  • Sandbox AI system for shooting games / Ghost Recon franchise

  • PS Vita Lumines prototype for Daft Punk

  • Lots of Kinect prototypes, for Child of Eden, MotionSports, Your Shape, Rabbits, Just Dance / Michael Jackson

  • High quality Kinect demo with lots of exotic gameplay and production values made in Unreal Engine (demoed to Spielberg)

  • Representing Ubisoft for OpenVibe a European research project in partnership with Inria, Inserm, CEA, Kylotonn and Blacksheep studio

  • Representing Ubisoft on trade shows and with important partners (Google, nVidia, etc.)

  • Helping the Ubisoft legal team with tech contracts

  • Meeting potential tech partners for M&A

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Created a prototype that was basically Rez + Kinect, and it was made into a full game called Child of Eden, shown at the Ubisoft press conference in 2010.

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Creater another prototype for a flying wingsuit control with Kinect that we used for the paragliding sport in MotionSports and that was also used for the wingsuit gameplay in the sequel MotionSports Adrenaline.

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Short Games & Experiments