Associate Technical Director of Level Design on the upcoming Ubisoft AAA seamless action-adventure game Beyond Good and Evil 2 since April 2021, at Ubisoft Montpellier.
I previously worked on it as a Technical Level & Game Designer for three years (since 2018).
Ubisoft Montpellier is developing its own new game engine to support the project: Voyager Engine.
My responsibilities
During these last few years I’ve grown expertise in these BGE2 universe’s main technical topics:
- Systemic World & Level Design
- Procedural tools to help the production: how to build a living & interesting seamless open universe with fewer data thanks to modular and labeled elements combined with simple procedural rules
- Data-driven pipes: visual scripting, data grids & templates
As an Associate Technical Director in Level Design
- Link between designers and other disciplines, mainly engine & tools programmers: I gather designers’ needs to define & rationalize the specs before talking with programmers to find the best solution to answer them.
- Overall expertise of Voyager Engine tools & pipes: privileged interlocutor on World & Systems subjects, people come to talk with me for support and advice
- Creation of templates and visual tools for the design team, based on modularity & reusable blocks of logic
- Design & implementation of the data architecture of complex features, prototyping of new features or systems
- Test tools and processes before deployment, document them, and make sure they work during the production
- Advocate for production efficiency, game scalability during production & live phases, engine & design constraints, and good practices: I mentor & train content creators, provide clear documentation, organize workshops, and review their submits
- Debug complex features and pipes: I frequently help identify the source for programmers and content creators and I am one of the main contacts for troubleshooting and stability during milestones closing
As a Technical Level Designer
- Test tools and processes before deployment, document them, and make sure they work during the production
- Anticipate and optimize technical answers to the engine and tools constraints to support the design
- Contribute and review the integration of level design in the engine
- Help to elaborate test plans and create gyms to test, analyze and fix features
- Help to train new level designers on the engine
As a Level Designer
- Define level design features and high-level concepts
- Blockout levels in 3DS Max and in the engine, work jointly with Level Artists
- Owner of main features (communication, documentation, follow-up)







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