Programming director with 18+ years shipping AAA games and 12+ years leading engineering teams. I've spent most of that time on UI/UX systems, gameplay programming, and people-first leadership. I've built and led multi-discipline teams of 12+ across Eidos-Montréal, Ubisoft, Square Enix, and creā-ture Studios. Remote-first by default, with a bias toward clean engineering and saying what I mean.
Professional Experience
Studio Programming Director
October 2025 – Present
creā-ture Studios Inc. (Nacon group) — Montréal, QC (Remote)
I lead programming strategy and execution for the studio.
Programming leadership on Werewolf: The Apocalypse — Rageborn (announced at Nacon Connect).
I'm setting up engineering processes, async-first workflows, and team culture.
Driving internal AI-augmented R&D for Unreal Engine workflows.
Lead Gameplay/AI Programmer, Fable
November 2022 – May 2025
Eidos-Montréal (collaboration with Playground Games) — Montréal, QC
Led a large team of gameplay and AI engineers contributing to Fable in collaboration with Playground Games.
Coordinated across UK and Montréal time zones (5-hour gap) with async-first leadership, scheduled overlap windows, and cross-studio trust built up over time.
Worked on hard technical problems where open-world systems meet a custom AAA gameplay-engine architecture.
Managed team growth, mentoring, and cross-studio collaboration.
Development Director, Arena Battle Champions
October 2020 – November 2022
Square Enix Montréal / Studio Onoma — Montréal, QC
Technical director of Arena Battle Champions, a mobile MOBA for Android/iOS.
Led senior programmers covering gameplay, backend, AI, UI, tooling, and graphics.
Established technical roadmaps, processes, and managed technical debt.
Promoted R&D collaboration with Eidos Sherbrooke.
Member of the Collaboration Committee promoting inclusive culture.
Built a custom growth path for each person on the team.
Studio rebranded from Square Enix Montréal to Studio Onoma in 2021; shut down November 24, 2022.
Team Lead Programming (UI), Multiple Projects
January 2013 – October 2020
Ubisoft Montréal — Montréal, QC
Watch_Dogs 2 (2015–2017): Led 8 programmers. Architected an entirely new UI system in C++ with MVC patterns. Architecture later reused on Watch_Dogs Legion. Shipped with a sustainable workload.
Undisclosed AAA Project (2017–2019): Built and led a 12+ person multi-discipline team. Wore multiple hats: Team Lead Programming, coordinating with CPIs, PMs, and Team Leads across art and other disciplines. Led the full Flash/Scaleform to in-house UI framework migration in parallel with active development, with no impact on any other team or milestone. Managed distributed remote teams. Project cancelled after ~3 years.
Far Cry 5 (2018): Cross-project UI programming and shipping support.
Watch_Dogs (2013–2014): Led UI performance team for cross-generation optimization (PS3/PS4/Xbox 360/Xbox One).
Technology Group (2014–2015): Worked on core features of Ubisoft's next-gen in-house UI middleware.
Developed automated UI testing covering the vast majority of menus and HUD elements.
UI Programmer/Specialist
August 2008 – January 2013
Eidos-Montréal — Montréal, QC
Deus Ex: Human Revolution (2008–2011): Developed the entire UI (HUD, menus, outer shell) using Scaleform/C++. Shipped on PC, PS3, Xbox 360.
Tomb Raider (2011–2012): Collaborated with Crystal Dynamics. Built 3D main menu framework, multiplayer menus, HUD, and UI architecture standards.
Deus Ex: Mankind Divided (2011–2013): UI architecture and early development for the sequel.
Early Career, Enterprise & Mobile
2002 – 2008
Bluestreak / Jean Coutu / CGI — Montréal region, QC
Bluestreak (2007–2008): MobileTV product for carriers. Travelled to Budapest to support the T-Mobile Hungary deployment. Worked with ChinaMobile for the Beijing Olympics. UI for the LG Renoir (KC910), LG's first touchscreen phone.
Jean Coutu (2005–2007): POS system in C on Unix with ASCII art terminal UI. Contributed to Air Miles integration.
CGI (2002–2005): Internal tools, troubleshooting utilities, and consulting for Bell Canada/BCE.
Shipped Titles (11+ credited)
Fable, Lead Gameplay/AI (2022–2025) •
Arena Battle Champions, Dev Director (2022) •
Far Cry 5, UI Programmer (2018) •
Watch_Dogs 2, Team Lead UI (2016) •
Watch_Dogs, UI Programmer (2014) •
Deus Ex: Mankind Divided, Special Thanks (2016) •
Tomb Raider, UI Developer (2013) •
Deus Ex: HR Director’s Cut, Programmer (2013) •
Deus Ex: Human Revolution, UI Specialist (2011) •
Deus Ex: HR The Missing Link, Programmer (2011)