Online Requirements Framework
Global online services guidelines deployed across all Ubisoft titles (2010-2012). Still referenced and iterated on today.
Executive profile
Portfolio and title review leadership across multi-studio development
🟢 Available for executive leadership rolesI'm game-first: the feel, the loop, the clarity of the fantasy. My job is to unlock talent, set a clear creative North Star, and create the conditions where strong ideas can emerge, be tested, and reach quality. I run structured title reviews, align cross-functional stakeholders, and turn feedback into clear decisions and follow-up actions.
17 years, multi-studio AAA coordination, 300M+ units across major franchises
Creative leadership grounded in computer science (CNAM/ENJMIN, 2009, CS Licence, Université d'Évry, 2007). 17 years shipping AAA franchises across 60+ titles, 300M+ units sold.
Assassin's Creed, Watch Dogs, The Division, Ghost Recon, XDefiant
Philosophy
Core beliefs that guide my approach to editorial leadership and production.
Systems over scripts
When a world holds up on its own, player agency becomes deeper: they do not trigger scripts, they perturb a living system.
In practice: Early prototype gates validate systemic depth
Assassin's Creed Origins, Watch Dogs: Legion
Clarity enables execution
Teams ship best when creative intent is unmistakable. Ambiguity compounds through production, early clarity saves months of rework.
In practice: Clear creative pillars reduce rework
The Division, Ghost Recon Wildlands
Quality is continuous calibration
The best quality bar comes from ongoing conversation, not rigid gates. Teams need feedback loops, not just milestones.
In practice: Weekly cross-studio calibration sessions keep the bar aligned
Multi-studio governance (2017-2026)
Selected work
A compact set for quick scanning.
Assassin’s Creed
2009-2019
230M+ units (2025)
Watch Dogs: Legion
Editorial guidance
GMTK Most Innovative 2020
The Division
New IP Delivery
40M+ players / 10M+ units sold
Ghost Recon Wildlands
Senior line design and UX support
10+ millions units
XDefiant
Core team support
8M unique players (launch month)
Global portfolio
60+ titles and expansions
From AAA to smaller title, solo to GAAS, esport to narrative openworld...
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MobyGamesSales figures based on public data (2020-2025) and official press releases. All numbers approximate.
About
I help teams ship ambitious games by clarifying creative intent, setting a consistent quality bar, and building lightweight production systems that keep teams aligned, from early concept through launch and live operations.
My work sits at the intersection of creative direction and delivery: ensuring priorities are clear, risks are managed, and cross-functional execution stays predictable across internal teams and external partners.
Leadership
High bar, clear calls
Quality governance, decision-making, stakeholder alignment, accountability.
Delivery
Predictable execution
Planning cadence, scope control, dependency management, risk mitigation.
Partnerships
Internal + external
External dev, client/studio collaboration, IP alignment, vendor workflows.
Craft
Player-first clarity
UX/UI readability, game design feedback, narrative sensibility, live ops transitions.
Core strengths
Operating Stack
Analytics, Planning & Delivery
Technical Fluency
Design & Prototyping
Player clarity, systemic depth, production feasibility, and a team feedback culture that scales.
Direct collaboration with CEO, CCO, and Studio Managers. Coordinating cross-functional workgroups (design, user research, publishing, forecasting, finance, marketing) to ensure 360° understanding of project status and strategic alignment.
Experience
Curated 17 years.
Ubisoft
VP Editorial
Jan 2020 - Jan 2026 · Saint‑Mandé, FR
Scope: 10+ concurrent projects, 5+ studios, quarterly title reviews and milestone validation
Ubisoft
Design Leadership Director
Apr 2017 - Jan 2020 · Montreuil, FR
Scope: 8-person team, 3-5 AAA titles, Monthly validation cadence
Ubisoft
Senior Design Lead, Multi-Project Quality & Scope
Mar 2016 - Apr 2017 · Montreuil, FR
Scope: Multi-project delivery, 3 concurrent AAA productions
Ubisoft
Cross-Project Designer / Online Services / Project Coordinator
2009 - 2016 · Montreuil, FR
Scope: 15+ titles, Cross-studio coordination, Uplay platform integration
Favorite games
Design influences, player lens, and long-term taste.
3rd Generation
Super Mario Bros. 3
Revolutionized platforming with inventive level design, new power-ups, and a world map setting the gold standard for all platformers that followed.
4th Generation
Chrono Trigger
Redefined JRPG storytelling with branching paths, time travel, and multiple endings. Still considered a benchmark for RPG design.
5th Generation
Castlevania: Symphony of the Night
Pioneered the “Metroidvania” genre, blending exploration and RPG elements in a gothic setting; its influence echoes across indie and AAA games alike.
6th Generation
Disgaea: Hour of Darkness
Pushed tactical RPGs to new depths with over-the-top humor, endless customization, and complex strategic layers.
Windows XP era
Team Fortress Classic
Laid the groundwork for class-based multiplayer shooters, shaping the team-play dynamics seen in many modern FPS games.
7th Generation
The Elder Scrolls V: Skyrim
Set a new bar for open-world RPGs with unmatched player freedom, modding, and an iconic, immersive world.
8th Generation
Destiny
Blended MMO, FPS, and loot-driven gameplay, creating a social “shared world shooter” formula that many games now emulate.
Indie Gem
Stardew Valley
Transformed the indie landscape by proving a heartfelt, solo-developed farming sim could charm millions and spawn a new wave of cozy games.
Personal
What I care about.
Content
Technology
Contact
If you are hiring or need support.
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