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Ubisoft Québec Designed AI systems for Assassin's Creed: Shadows - with a special focus on the stealth experience. Co-administrate a community of 500+ Designers on Teams. Encourage knowledge sharing, game analysis, and debates about the industry. Take part in a company program to mentor students, and to help them joining the industry. |
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Ubisoft Massive Entertainment Prototyped features for Avatar: Frontiers of Pandora, took part in the re-structuration of AI Behavior Trees, and designed the new Snowdrop editor to support next-gen haptics. |
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Ubisoft San Francisco Designed and implemented game modes and a part of the character abilities for XDefiant. Also drove the Technical Design by investigating features feasibility, creating templates, and transferring my learning to the team. Designed and implemented character abilities and PVE combats for South Park: The Fractured But Whole. Presented the overhaul of the combat system at the Ubisoft Developers Conference 2018. |
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Ubisoft Ivory Tower Designed and implemented both PVE and PVP missions for The Crew. Took part in the pre-production of The Crew 2. Designed new systems to meet the expectations of player personas based on the data from the previous game. Prototyped missions for new types of vehicles. |
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Freelance Consulted for clients developing serious games. Learned programming, and developed prototypes as side projects. |
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Gameloft Madrid Designed high-level systems for Blitz Brigade, and built maps for its first playable prototype. |
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Hydravision Entertainment
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Supinfogame Rubika Graduated from
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Nanyang Polytechnic
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Université Pierre-Mendès Frances Graduated with a major in economic analysis, capital markets, and social organization of work - supported by applied English, accounting, and History classes. |













