Who am I?
Lead Game designer
Mainly working for Ubisoft, I led successful game design teams, designed AAA games from conception to release on 7 different platforms (Assassin’s Creed, Immortals Fenyx Rising, The Crew), and developed Live plans drastically increasing ARM and player engagement.
User Experience Director
Currently UX Director for Ubisoft, I have always strived to deliver the best possible user experience to my players: following trends, creating cohesive designs and directions, and testing with end-players at every step of the way. I also created UX guidelines in trainings used worldwide in Ubisoft.
Creator of GDKeys.com
Gdkeys is a design community of published indie developers, AAA designers and students, focused on learning and supporting each others games and projects in an open manner. This is where I also share the tools and knowledge I hope I had access to when I started in the industry.
Currently working in Ubisoft Bucharest, Romania, as a UX Director on an unannounced project.
Having worked in so many fields and for such great projects and teams allowed me to really become a versatile designer. Over the years, I've had to be producer, Live-game expert, lead, and of course: UX expert and game designer. This is what the projects presented here try to picture.
Following the - Form follows Function - mantra, I have been putting the players at the center of my design process, through studies (behavior, demographics...) and playtests (AB testing, focus groups...).
Finally, having lived and work abroad for 6 years, from Bulgaria, to Japan, Australia, Spain and Romania, I believe I became a very open-minded person, able to adapt fast in any kind of environment or project.
Including Conception, Ship and Live phases
on 7 Different Platforms
Video-Games: 9 years
Industrial & Digital Design: 3 years
From Development Studios
to Game Design Students
Because a Good Designer
Doesn't Stay on his Couch!
Immortals Fenyx Rising
I worked on Immortals Fenyx Rising as Lead Game Designer from Ubisoft Bucharest, Romania during the entire development of the game (kick-off to launch). Leading the game design team, my mandate focused exclusively on delivering the combat experience of the game. This involved: Designing and implementing most enemies in the game. Designing and implementing a variety of Read more about Immortals Fenyx Rising[…]
Beyond Good & Evil 2
I have worked for 2 years in Ubisoft Montpellier as a Senior Game Designer and Live Designer for Beyond Good & Evil 2. Details will be added when publicly available.
Assassin’s Creed Origins
Assassin’s Creed Origins is the 2017 AAA entry of the well-known IP, set in ancient Egypt. I worked on the game and its biggest DLC, as Lead Game Designer, from Sofia, Bulgaria, for 3 years following the project until all SKUs were live and running. In the studio, I was leading the Game Design team, consisting Read more about Assassin’s Creed Origins[…]
The Crew is a revolutionary MMO driving game set on a huge open-world. The game won E3 Best Racing Game Award in 2013. Joining the team first as the UX Designer of the team, I spent the first part of my mission developing a meaningful, cohesive player experience for the game: HUD, signs & feedbacks, learning Read more about The Crew[…]
Might & Magic: Raiders
Marvel Avengers: Battle for Earth
Marvel Avengers: Battle for Earth is a PEGI 12 casual fighting game designed to be enjoyable by both kids and their parents. It was released on Xbox 360 for Kinect and WiiU in October 2012. As a support for the development team from Ubisoft HQ, my goal was to help them achieve a great quality Read more about Marvel Avengers: Battle for Earth[…]
The Hip-Hop Dance Experience
The Hip-Hop Dance Experience is a multiplayer dance video game published on Wii and Xbox 360 for Kinect targeting hip-hop fans, and players wanting to learn how to dance, providing a more “hardcore” experience compared to other dance party-games. My work for the team was essentially focused on two aspects: the menus (structure, navigation flow, Read more about The Hip-Hop Dance Experience[…]
Your Shape: Fitness Evolved 2013
Your Shape: Fitness Evolved 2013 was one of the line-up games of Ubisoft for the launch of the WiiU. Its promise was to gamify fitness, taking into account the new usages trends of technology and today’s game consumption (short sessions, community focused etc.) while, of course, taking full advantage of the new WiiU capabilities (double Read more about Your Shape: Fitness Evolved 2013[…]
During my free time, I like to challenge myself into creating small games experiments. Working alone, on small scale projects, is for me the best way to test my abilities and experiment with concepts a lot faster than on bigger scale projects. The two projects presented here have been done entirely by myself: from concept, Read more about Indie Experiments[…]
RFP laureate: Odyssey 21
Odyssey 21 is the laureate project of the RFP initiated by the city of Le Havre for the scenography of the new center of the sea and sustainable development that is still in development by the city. Led by the architecture agency Projectiles, our project is a desire to immerse the visitors into a liquid world Read more about RFP laureate: Odyssey 21[…]
Project initiated by the Aldebaran company, and realized during my training at l’ENSCI – Les Ateliers. Ido is a 1,40m robot of personalized help for elderly and disabled persons which is currently developed by the company. The design’s goal here is to bring sensitivity and create an emotional bond between the robot and their users. Indeed, taking Read more about Ido[…]
Homojo is a pico-projector associated with an Iphone dock. Its shape, inspired by the Japanese Origami, allows a big freedom of orientation on its different faces without any mechanical piece, making it durable and extremely easy to produce. Questioning the idea of industrial processing in regard of its usages, the projector’s shape serves directly its Read more about Homojo[…]
RFP: Le Centre Pompidou Numérique
RFP initiated by the Centre Pompidou of Paris to design the new “Virtual Centre Pompidou”, a digital plateform that gather the integrality of the center’s content (collections, exhibitions, datas, archives…) as well as creating a “Museum outside the walls” accessible from anywhere. Our proposition, based on the possibilities of the semantic’s web, rests upon the Read more about RFP: Le Centre Pompidou Numérique[…]
Les Arts Décoratifs: Lanvin Installation
Realized as part as the first Museomix event in “les Arts Décoratifs”. “Murmure” was an opportunity offered by “Les Arts Décoratifs” of Paris to realize an interactive installation in the apartments of the famous designer Jeanne Lanvin which are in exhibition in the museum. The main focus was to bring the visitors into the intimacy Read more about Les Arts Décoratifs: Lanvin Installation[…]