Career

Releases

As part of the production teams:

As part of the marketing teams:

Companies

Developers:

Publishers:

responsabilities

scope of the roles:

logo of the game developer Remedy games white on black background Artwork for the video game called Alan Wake 2

Development Director | 3 years and going!


• Developement Director for the award winning game Alan Wake 2.

• Developement team of 140 heads in a hybrid set up (multi-sites and remote) and external partners.

• Managing a 13 head production team (6 Senior Producers in direct report, 5 DM and 2 DC), as well as mentoring most senior members.

• Reporting directly to the COO of the company.

• Responsible for the production budget, schedule. Shared responsability on Quality with Game and Creative Directors.

logo of the game developer 101 games on black background

Production Consultant | On-going


• Review of existing documention for publishers (staffing plans, schedule, budget).

• Coaching of the executive producer and help with the organization of the development team.

logo of the game publisher Paradox Intercative white on black background

Online Producer | 3 years


• Producer on 8 games. Out of which 4 were canceled at different stages of conception for not matching set goals (other remain unannouced).

• Define the project deliverables and risks associated with development • Elaboration and management of the production plans. Coordination and oversight of the different departments around it (UR, Analytics, DevOps).

• Creation, management and prioritization of the productions budget (+-10 millions €).

first logo of the development studio Ivory Tower Artwork for the video game called The Crew

Online Producer | 3 years


• Production Management for the online team (5 team members on site, 5 outsourced accross other Ubisoft studios).

• Creation and maintenance of the departement schedule, setting up priorities and dependencies with other game departments.

• Bridgehead of the communication with Microsoft (account manager and XDP services) to smooth X1 mastering.

• Improved existing reporting tools resulting in greater speed and information access to both internal staff and publisher.

• Scheduling and budget for two external partners; "Krysalide" in charge of the game companion application and PCB, our main voice recording Studio based in Los Angeles.

• Built from ground up the statistic department, (before passing it over to the "LiveTeam" ), which resulted a detailed understanding of player’s behaviour, allowing the development team to improve playtest efficiency as well as close beta feedback and our post launch content.

• Worked hands in hands with the live team for all pre and post launch infrastructure tests (from confidential technical playtets to close and public Betas).

Most recent version of the development studio Ubisoft Bucharest packshot for the video game called Ghost Recon future soldier

Offshore Producer | 1,5 years


• Production Management for the offshored teams based in Ubisoft Bucharest (developing levels, engine and gameplay features) and in Ubisoft Shanghai (Xbla and Psn Demo).

• Acting as Project manager for the weapons and characters team and the outsourcing studios working with them.

• Overseeing HR, procurement and colaboration development as well as producing the project.

• Regularly traveling to the different development studios to personally oversee production achievements, milestones and make sure Gold Master dates are met.

• Developed a project management information system (PMIS), making schedules, documents and key performance indicators visible to senior Producers and Studio Directors working in separate locations.

Last version of the development studio called Creative Assembly packshot for the video game Total War Shogun 2 packshot for the video game Total War Napoleon

Associate Producer | 1,5 years


• Schedule management for a 60 members dev team.

• Working to support the leads of each departements with setting up priorities and weekly update.

• Priorities review (dev and debug) and weekly project assessent with studio management.

• Redaction of porduction update to the publisher.

Last version of the development studio called Creative Assembly packshot for the video game Total War Empire

Narative & Localization Producer | 1 years


• Restructured the localization department pipeline and developed innovative processes.

• Moderated entire process from on the developer’s end: Collaborated with the different teams to define project goals, identified and managed audio studio partners and served as liaison to the publisher, SEGA.

• Owned overall schedule including interaction with groups (LOC, QA and Publishing).

• Achivement: Succeed to deliver in time and in budget (20% below the initial budget allocation).

Last version of the development studio called Creative Assembly packshot for the video game Viking Battle for Asgard

Junior Producer | 1 year

• Production manager of the PS3 port for 2 external outsourcing teams.

• Identified risks related to external relationships and suggested solutions to execution goals.

• Tracked internal and external dependencies, worked with Producer to solve issues.

• Worked with a week-to-week focus, prioritized and updated task schedules.

• Exposition to Sony’s TRC approval and “Day 1” patch process.

Most recent version of the development studio Ubisoft Shanghai Most recent version of the development studio Ubisoft Paris packshot for the video game called Ghost Recon 2 packshot for the video game called 187: Ride or Die

Marketing Coordinator | 1,5 years


• Acted as key point of contact to EMEA and US marketing team to influence and increase sales on those markets.

• Identification of new marketing opportunities to drive product sales and gain internal commitment for launch.

• Provided marketing support to the Dev-Team by driving key strategies in partnership with EMEA marketing.

• Established pipelines to improve quality production of the marketing deliverables across the studio.

• Initial Marketing Coordinator: Creation of the process and training of new Marketing Coordinator team member.

Old Logo of the game publisher Ubisoft, colored on white background packshot for the video game called Rainbow six 3 on Gamecube packshot for the video game called Ghost Recon Jungle Storm European packshot for the video game called Fatal Frame 2 packshot for the video game called Crushing Tiger hidden Dragon

Junior EMEA Product Manager | 1,5 years


• Coordination with the US team of the Operational launch in EMEA countries of Tom Clancy’s brand games.

• Ensured communication plan strategies and related operational cost information were collected.

• Owned communication plan and interacted with groups (PR, Trade and Web teams) to support its vision.

• help in the selection of licencor assets to build EMEA campaign for Fatal Frame 2.

• Key point of contact for assets submission to licensor (Sony Pictures for “Crouching Tiger Hidden Dragon”)

Logo of the game publisher Nintendo Launch product photo for the purple GameCube console packshot for the video game called Super Mario Sunshine packshot for the video game called Zelda: The Windwalker

Traine Marketing Manager | 10 months


• Production of product fact sheets, POS material and draft of press releases.

• Organization of press event and VIP launch party.

• Collection, compilation and analyse of the local market data (sales and PR) to feed the EMEA operational marketing.

Most recent version of the development studio Ubisoft Paris packshot for the video game called Rayman M

Tester | 6 months


• Responsible to the test of 3 of the game levels in solo and multiplayer.