Career
Releases
As part of the production teams:
As part of the marketing teams:
Companies
Developers:
Publishers:
responsabilities
scope of the roles:
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.
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.
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 €).
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).
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.
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.
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).
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.
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.
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”)
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.
Tester | 6 months
• Responsible to the test of 3 of the game levels in solo and multiplayer.