alexricher
AR BIOS v1997 (C) Alex Richer
POST Memory check ... 11 shipped titles OK
Detecting devices ... keyboard, monitor, coffee OK
Booting alexricher.com ...
>
AAAAction RPGIn Development

Fable

Eidos-Montréal (collab with Playground Games)2022–2025Lead Gameplay/AI Programmer· Nov 2022 to May 2025
PCXbox Series X|S
Fable cover

The Story

So Fable was Playground Games's project. Eidos-Montréal was brought in as a co-dev partner, and that collaboration was announced publicly in 2024. I led the Eidos-MTL side, 12 programmers across every trade. Generalist, gameplay, AI, engine, animation, rendering. Most systems sat under Playground's supervision because they owned the engine expertise, so our job was to integrate cleanly into their architecture while keeping our team growing and resilient.

Playground Games is based in the UK, which is a 5-hour difference from Montréal, and that made every touchpoint deliberate. Async-first communication, tight written discipline, carefully structured overlap windows, and genuine cross-studio relationship-building became as important as the technical work itself. Mind you, you can't just walk down the hall when a decision has to get made. What made the cadence work was a few things. Regular syncs with their engineering team, honest and transparent collaboration, and a shared willingness to try, fail, and learn. When something didn't work, we surfaced it. Honestly, that's the only way cross-studio collab survives the time-zone tax.

Honestly, the thing I'm most proud of is this. We delivered the full mandate with zero attrition on the talent we cared about. Every key engineer we built up on Fable is still at Eidos today, working on the next project. The game ships, the team continues, that's the real win. Fable was also a discipline-focus shift for me. Coming off multi-discipline engineering leadership at Studio Onoma (gameplay, backend, AI, UI, tooling, graphics), I narrowed in on gameplay and AI inside an AAA cross-studio collaboration. And it reinforced my conviction that distributed leadership isn't a limitation. It's a skill that builds up with practice.

My Contributions

  • Lead Gameplay/AI Programmer, 12-programmer team at Eidos-Montréal on Fable co-dev with Playground Games (UK)
  • All trades covered: generalist, gameplay, AI, engine, animation, rendering
  • Integrated into Playground's engine and architecture while owning Eidos-MTL team health
  • Built async-first leadership practices: overlap windows, written cadence, cross-studio trust across a 5-hour time difference
  • Delivered full mandate with zero attrition on valuable talent, team intact post-mandate
  • Discipline-focus shift after multi-discipline engineering leadership at Square Enix Montréal, narrowed in on gameplay/AI for the Fable mandate

Cross-Studio Collaboration

I worked on Fable through Eidos-Montréal, which co-develops the title with Playground Games. Lead Gameplay/AI Programmer from November 2022 to May 2025, with senior gameplay programmers at Eidos-Montréal reporting to me.

Tech Highlights

Custom EngineGameplay programmingAI systemsCross-studio pipeline integration

Skills Applied

GameplayAILeadershipCross-Studio Co-DevAsync-First LeadershipDistributed TeamsRetentionMentorshipMulti-Trade EngineeringCustom Engine

Screenshots

Related Games

AR.STUDIO PROGRAMMING DIRECTOR

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

Open to conversations

© 2026 ALEXANDRE RICHER · ALL RIGHTS RESERVED

PRESS Ctrl+K FOR QUICK NAV

Theme

Seasons auto-activate by date