alexricher
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Alexandre Richer

Studio Programming Director

Greater Montréal, QC, Canada100% Remote[email protected]linkedin.com/in/alexandrericheralexricher.com

Summary

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

creā-ture Studios Inc. (Nacon group)

October 2025 – Present

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

Eidos-Montréal (collaboration with Playground Games)

November 2022 – May 2025

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

Square Enix Montréal / Studio Onoma

October 2020 – November 2022

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

Ubisoft Montréal

January 2013 – October 2020

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

Eidos-Montréal

August 2008 – January 2013

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

Bluestreak / Jean Coutu / CGI

2002 – 2008

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)

Technical Skills

Languages:C++, C#, TypeScript, Python, ActionScript, SQL, Java, JavaScriptEngines:Unreal Engine, Unity, Custom In-House Engines, Scaleform/FlashTools:Visual Studio, Jira, Confluence, Miro, Office 365, Perforce, Git, Console SDKsPlatforms:PlayStation (PS3–PS5), Xbox (360–Series X), PC, Nintendo Wii U, iOS, AndroidAI-Augmented Dev:Claude, ChatGPT/Codex, Gemini; Cursor, Windsurf; Claude Code, Open Code (3+ years)Methods:Agile/Scrum, Remote Team Leadership, MVC Architecture, Automated UI Testing

Education

HEC Montréal, Certificate, Organizational Leadership
2017
UQAM, Certificate, Computer Science
2006–2009
Champlain College St-Lambert, DEC, Computer Science
1999–2002

Languages

French (Native) · English (Fluent) · Spanish (Conversational)

© 2026 Alexandre Richer. Built with AI in the loop, in Montréal.