Resume
2013-2017
Co-Founder & Jack of Wands
Two Cents Interactive
The Hut
I started a new business in the U.S.. Our mission is to use A.R. technology to create new types of experiences blending digital simulations and real-life situations. I'm in charge of running the business and also creating experiences from concepts to the final products passing by a lot's of prototyping.
2013-2017
Senior Lead Game Designer
Ubisoft Singapore
Skull & Bones
Starting from the very start, I was involved in the early definition of the game concepts and mechanics. I was also in charge of creating the design team and the creative processes to develop the first AAA new IP of the Ubisoft Singapore studio.
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2012-2013
Singapore Content Lead Game Designer
Ubisoft Singapore
Assassin's Creed Black Flag
I was in charge of the Singapore content & design. Defining the scope, managing the design team, proposing ideas and designs in collaboration with the Montreal studio.
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2012
Singapore Content Design Closer
Ubisoft Singapore
Assassin's Creed 3
I was mandated on the last six months of the project to help the team close the innovative Naval Gameplay.
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2008-2012
Studio Design Manager
Ubisoft Chengdu
Castle & Co • Might & Magic: Heroes Kingdom Asia • Undisclosed projects
I was in charge of creating the design team in Chengdu. From hiring, training, and day to day mentoring. I was also standing as the lead designers for several games, including Facebook game: Castle & Co and the port of Might & Magic: Heroes Kingdom to China Market.
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2008
Line Designer
Ubisoft HQ
Tom Clancy's H.A.W.X.
In preparation to my role in Chengdu, I was sent to Paris to meet people and learn Ubisoft processes. While I was there I followed the game Tom Clancy's H.A.W.X. transmitting top management feedbacks and communicating about Ubisoft guidelines and good practice.
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2007 - 2008
Online Designer
Ubisoft Shanghai
Tom Clancy's EndWar
I joined the team for a few months to help designing the online services of the game (Game flow, Matchmaking, Clans, Friends, etc...). On top of that mandate, I helped balancing the single player campaign of the game up to the Open Beta stage.
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2006 - 2007
Online Designer
Ubisoft Shanghai
Tom Clancy's Ghost Recon Advance Warfighter 2
I started my career by porting the Multiplayer part of G.R.A.W. 2 to the PS3 console. It involved mainly porting the online services (friends list, clan, matchmaking, etc...)
Co-Founder & Jack of Wands
Two Cents Interactive
The Hut
I started a new business in the U.S.. Our mission is to use A.R. technology to create new types of experiences blending digital simulations and real-life situations. I'm in charge of running the business and also creating experiences from concepts to the final products passing by a lot's of prototyping.
2013-2017
Senior Lead Game Designer
Ubisoft Singapore
Skull & Bones
Starting from the very start, I was involved in the early definition of the game concepts and mechanics. I was also in charge of creating the design team and the creative processes to develop the first AAA new IP of the Ubisoft Singapore studio.
----
2012-2013
Singapore Content Lead Game Designer
Ubisoft Singapore
Assassin's Creed Black Flag
I was in charge of the Singapore content & design. Defining the scope, managing the design team, proposing ideas and designs in collaboration with the Montreal studio.
----
2012
Singapore Content Design Closer
Ubisoft Singapore
Assassin's Creed 3
I was mandated on the last six months of the project to help the team close the innovative Naval Gameplay.
----
2008-2012
Studio Design Manager
Ubisoft Chengdu
Castle & Co • Might & Magic: Heroes Kingdom Asia • Undisclosed projects
I was in charge of creating the design team in Chengdu. From hiring, training, and day to day mentoring. I was also standing as the lead designers for several games, including Facebook game: Castle & Co and the port of Might & Magic: Heroes Kingdom to China Market.
----
2008
Line Designer
Ubisoft HQ
Tom Clancy's H.A.W.X.
In preparation to my role in Chengdu, I was sent to Paris to meet people and learn Ubisoft processes. While I was there I followed the game Tom Clancy's H.A.W.X. transmitting top management feedbacks and communicating about Ubisoft guidelines and good practice.
----
2007 - 2008
Online Designer
Ubisoft Shanghai
Tom Clancy's EndWar
I joined the team for a few months to help designing the online services of the game (Game flow, Matchmaking, Clans, Friends, etc...). On top of that mandate, I helped balancing the single player campaign of the game up to the Open Beta stage.
----
2006 - 2007
Online Designer
Ubisoft Shanghai
Tom Clancy's Ghost Recon Advance Warfighter 2
I started my career by porting the Multiplayer part of G.R.A.W. 2 to the PS3 console. It involved mainly porting the online services (friends list, clan, matchmaking, etc...)
Diplomas
Languages
- Master in Computer Science at Tsinghua University (Beijing)
- Engineer Master Degree at Central Lyon (France)
Languages
- French (native)
- English (fluent)
- Chinese (conversational)
- Japanese (advanced)