Craig Robinson, a former US Marine and Greensboro College graduate, has been a part of Ubisoft since early 2014, and on the Rainbow Six Siege community team for the last 4 years. Since becoming Community Developer on Rainbow Six, his focus has been on toxicity management, anti-cheat efforts, and providing players with insight into the development process.
Jean-Christophe Baillie started his career in Science at the Sony Computer Science Lab in Paris, and then founded Gostai in 2006, a startup in robotics & AI, which has been acquired by Softbank in 2012. After two years at Softbank Robotics Europe, where he created the AI Lab, he launched in 2014 Novaquark, developing Dual Universe: an ambitious project about virtual worlds where people will be able to recreate entire civilizations online. Jean-Christophe is a graduate from the Ecole Polytechnique, Paris, and received a PhD in Artificial Intelligence from Paris 6 University.
Charles is a Gameplay Programmer at Ubisoft Quebec since May 2016. Before that, he has worked as an intern at Frima Studio during his studies at University Laval and Cegep de Sainte-Foy, where he studied Computer Science with a focus on video game programming.
Lisa Hunter is a writer for Compulsion Games’ WE HAPPY FEW. She is also a screenwriter. Lisa co-created the new kids’ drama series BIG TOP ACADEMY (in collaboration with Cirque du Soleil) and was head writer on the Emmy-nominated series LOOK KOOL. Lisa has won two Writers Guild of Canada Awards and has a B.A.in writing from Columbia.
After joining Ubisoft Montreal as a community manager in 1997, Ann subsequently worked in the game industry as a game designer, narrative designer, and writer on a wide range of projects at various companies. She has contributed to titles such as Mass Effect 3, Mass Effect 3: Omega, Mass Effect: Andromeda, Dragon Age: Inquisition, Discovery Tour by Assassin’s Creed®: Ancient Egypt, Assassin’s Creed Origins, etc. She is currently working with a pretty cool team as narrative director at WB Games MTL.
Bio available soon.
Most recently known as Lead Writer for Shadow of the Tomb Raider with Eidos-Montréal, Jill Murray won a Writer’s Guild of America Award for Excellence in Videogame Writing for her work on Assassin’s Creed: Liberation with Ubisoft in 2013. She also contributed to Assassin’s Creed: Black Flag, and Freedom Cry. In 2015, she founded game narrative studio, Discoglobe Interactive, to work with a wider range of games, both indie and AAA, including VR experiences, text adventures, dating sims and RPGs. In past lives, Jill studied Theatre, worked as a web developer, and published two YA novels about breakdancing teenagers. She has taught game design at Champlain College, given workshops in writing and narrative design in Montreal, and appeared internationally as a speaker at Tribeca Film Festival, GDC, the Perth International Writers’ Festival, East Coast Game Conference, and Montreal International Game Summit.
Kim Belair is a freelance writer and narrative designer, as well as the founder of Sweet Baby Inc. Formerly a scriptwriter at Ubisoft Montreal, she is currently working with a number of clients and collaborators including Reflector Entertainment, Tru Luv Media, Chance Agency and Elastic Games. When she isn’t making games, Kim enjoys reading menus, collecting skulls and taxidermy and looking at her phone.
Myriame is a producer, does project management and business development. Her biggest strength is wearing many hats at once as well as taking care of her team and making sure they are both efficient and happy. She helped on games like Celeste and is currently working at Sauropod Studio. She shipped Castle Story last summer and is now working on Sauropod’s next unannounced title.
Elaine is a passionate game professional with expertise in game design, communication design, and project management. She has worked with many indie studios and spearheaded different community projects, including game jams, consumer events, and mentoring programs before joining GamePlay Space as project manager for the new IP Discoverability Engine. Her personal projects dive into physical installations, offering hybrid interactions of the material and digital worlds. She is also the proud mother of a spirited young girl.
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