Beyond Good and Evil 2

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)