It is interesting what changed between 2018 and 2021
Aug 2017 - Dec 20214 years 5 months
2021 - Skull & Bones
- Transversal role to support the game direction.
- Directly managed 3 designers.
- Provided guidance and mentoring to refine the core game loop.
- Responsible for the multiplayer and social aspects of the game.
- Defined live strategy (structure, features, content, cadence).
- Coordinated design communication with partner studios (Chengdu, Paris, Montreal, Berlin)
2021 - Assassin's Creed Valhalla - The Siege of Paris expansion (Xbox One/Xbox series X/ PS4/PS5/PC/Stadia)
- Part of the core team.
- Contributed to define the vision for the player experience, in line with stakeholders requirements.
- Managed 3 designers locally, supervised 3 in Ubisoft Chengdu.
- Lead the teams responsible for designing and implementing all features across the Singapore and Chengdu studios, as well as external partner Sperasoft.
2018 to 2020 - Assassin's Creed Valhalla (Xbox One/Xbox series X/ PS4/PS5/PC/Stadia)
- Responsible for all features developed by the Singapore, Chengdu and Philippines studios.
- Collaborated with directors in the lead studio in Montreal and local leads to translate the vision for the game into features.
- Managed 3 designers locally, supervised 3 in Ubisoft Chengdu.
- Lead the teams responsible for designing and implementing features within the Singapore, Chengdu and Philippines studios as a Scrum Product Owner.
2017 to 2018 - Skull & Bones (Xbox One/PS4/PC)
- Responsible for the core gameplay
- Collaborated with the creative and game directors to translate their vision into gameplay
- Managed 5 designers
- Lead the team responsible for designing and implementing the core gameplay as a Scrum Product Owner
- Assisted the game director in communicating the design vision to the team, managing the design team, revamping the design process and managing the relationship with Ubisoft's editorial department in Paris.