Craig Robinson

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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

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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 Bélanger Pâquet

Charles est un programmeur de jeu chez Ubisoft Québec depuis mai 2016. Avant son arrivée chez Ubisoft, il a travaillé comme stagiaire chez Frima Studio pendant ses études à l’Université Laval et au Cégep de Sainte-Foy, où il a étudié la programmation de jeux vidéo.

Ann Lemay

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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.

Jill Murray

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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

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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.

Lisa Hunter

Lisa Hunter est une auteure pour We Happy Few à Compulsion Games. Elle écrit aussi pour la télévision. Elle a co-créé une série dramatique pour enfant BIG TOP ACADEMY (en collaboration avec le Cirque du Soleil) et était rédactrice en chef de la série pour enfants nommée aux Emmy, Look Kool. Lisa a remporté deux prix du Writers Guild of Canada et a un B.A. en écriture de l’Université de Columbia.

Thierry Boulanger

En tant que développeur principal, j’ai eu la chance de contribuer à de nombreux produits haut de gamme pour des clients de classe mondiale tels que Lego, Disney, Oddworld, Electronic Arts et Activision. Cela a été l’occasion de voyager et de partager des idées avec des responsables créatifs de premier plan à travers le monde. Au cours de cette décennie, j’ai découvert un intérêt pour le partage de mon expérience et j’ai décidé de me lancer dans la vie entrepreneuriale grâce à PLÉ, une agence de gamification. Après une année à apprendre les ficelles du monde des affaires, les dernières pièces du puzzle de mes objectifs de carrière à long terme se sont assemblées lorsque j’ai cofondé Sabotage, un studio de jeux indépendant.