Ubisoft


From technical leadership to studio management

I joined Ubisoft Montréal in 2002, working across major AAA productions in technical and artistic roles as Technical Art Director and Lead VFX, through 2010. After several years at Gameloft, I returned to Ubisoft in 2015, this time to lead studio management at Ubisoft Mobile in Halifax, through 2019.

Technical and creative leadership (2002–2010)

My Ubisoft Montréal work sat at the intersection of art, technology and production. I contributed to Tom Clancy’s Rainbow Six 3: Raven Shield (Artist), Tom Clancy’s Splinter Cell: Chaos Theory (3D Artist), Myst IV: Revelation (Technical Director), Prince of Persia: The Two Thrones (Graphic Technical Director) and Naruto: Rise of a Ninja (Art Technical Director), partnering with engineering to design repeatable asset workflows and supervising hybrid production teams. These credits are independently documented on MobyGames (see the local extract as well) and on IMDB.

Studio management (2015–2019)

At Ubisoft Mobile in Halifax, my role shifted from project and discipline leadership to full studio leadership: greenlight authority across prototype, pre-production and launch stages, ownership of the studio’s P&L and staffing plans, and executive production reviews with Ubisoft senior leadership. I directed franchise-aligned development for Tom Clancy’s Shadowbreak and oversaw LiveOps for Assassin’s Creed Rebellion. The studio’s team numbered in the tens, approaching a hundred. MobyGames separately documents a General Manager credit on Rock Gods: Tap Tour, developed by the studio during this period.

Together, this combination of hands-on development experience and full studio leadership became the foundation for the executive roles that followed, at Presagis, Amber, Kabam and, later, Twin Harbour / Stillfront.