Skull & Bones (Earlier Version)

For 2+ years of preprod', I prototyped a lot on many exciting aspects of gameplay.
Mainly, I developed economy and world level systems then piggy backed on their output to create more structured player-facing content generators such as dynamic trading contracts, coop campaign quest lines and quests emerging from NPC agents changing the world state.

Assassin’s Creed IV: Black Flag

Grew into a mentor and referer for GPPs and kept pushing for experimentations in 2 sub-teams.

On the underwater team, I helmed the shark AI and behaviour while, for the naval fort segments, I implemented the logic and LD tools for the medium scale land battles.

Assassin’s Creed III

Preprod:Worked under creative director and in duo Jean-Sebastien Mouret to create a complete Naval Battle prototype loop which got the feature greenlit for the full game.

Prod: Participated in creating nearly all core features and ingredients of the naval gameplay loop.
Worked more dedicatedly on Ship AI and was fully responsible of the tech and LD tools for the Naval Boarding sequences.

Assassin’s Creed: Revelations

As the single onsite coder, I acted as a Swiss Army Knife Coder.
For Cappadoccia, I implemented off-duty guard, special roof guard and sniper AI
For 'Forum of the Ox' LGS, developed a tech to drive the NPC boat trajectory as well as its characters animation (the rowing, steering, aiming and firing animation) from a level designer driven river-path.

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Showtime (Cancelled Kinect Game)

Short mission turned full employment, learning to turn prototypes into games and getting a taste of cancellation.
Co-game designed and developed 3 mini-game gameplay loops and the AI behaviour of a virtual host.

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Gameplay Research & Development at Ubisoft

Answering directly to Ubisoft's CCO, I participated in R&D with the aim of developing and transmitting to production a set of practical solutions around 3D Cam.
I helped develop a prototyping engine in LUA and I also explored ways to formalize, modularise and crowd-source role-based gameplay sequences within dynamic narrative structures.

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Silverfall – Earth Awakening

A perfect internship: 6 months covering the whole production of a standalone to an existing title in a 10 people team of an Parisian indie studio.
Code lots, learned even more.

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