Producer at Ubisoft Québec on Assassin's Creed Odyssey
Led the Quest, Narrative and Cinematic Design team (people, schedule and scope) on one of the biggest Ubisoft Franchise. Switched to a Product Owner role on several regions of the game before overseeing the production of the E3 demo from beginning to end.
Associate Producer at Wild Sheep Studio on WiLD (PS4)
As the only producer at Wild Sheep, I am working closely with every field to make the vision of Michel Ancel (creator of Rayman, Beyond Good & Evil, Raving Rabbids etc.) happen! Creating, coordinating, tracking and facilitating production schedules on a daily basis. Main point of contact for our publisher, Sony, reporting progress, communicating their requests and making sure that our overall goals are in sync.
Producer at Asobo Studio on The Crew (Xbox 360)
Managed a team of 20 people from technical feasibility study to gold master, aiming to deliver the new-gen experience on an older platform. Was responsible of budgeting, staffing, defining milestone objectives, tracking team progress and delivering quality content. Handled the publisher relationship with Ubisoft Partners and oversaw communication between Ivory Tower (Xbox One), Ubisoft Reflections (PS4), Ubisoft Pune (QC), Ubisoft Bucharest (Compliance) and Ubisoft Montreal (Networking).
Producer at Coffee Time on Splode'N'Die (iOS & Android)
Managed a team of 3 people from concept to release in our spare time in order to create an original & fun experience on mobile devices. Handled marketing, external communication (e.g. Touch Arcade) and potential publishers relationship. Participated in game design, level design and sound design.
Associate Producer at Asobo Studio on Kinect Rush (Xbox 360)
Managed the gameplay team composed of 25 people: designers, gameplay programmers and animators, from documentation to implementation. Communicated Microsoft requests, creative director vision and ensured everyone was on the right track regarding quality expectations and deadline.
Production Intern at Asobo Studio on Kinect Rush (Xbox 360)
Supported the team to get the publisher green-light. Heavily involved in the day to day tasking and follow-up. Worked closely with the Executive Producer and the Creative Director to ensure that the game vision and the project guidelines were understood and followed.