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

Undisclosed Project (Cancelled)

Ubisoft Montréal2017–2019Team Lead Programming· Aug 2017 to Dec 2019
PS4Xbox One

The Story

So after Watch_Dogs 2 shipped, I had a choice to make. Join another Ubisoft title in Toronto, or stay in Montréal on what was pitched as the next big open-world game. I chose Montréal. The project evolved fast. A major creative pivot, new technical targets, and a live-service direction that was very different from what they'd originally pitched.

The structure was complex. A distributed team across multiple geographies, 20+ people at peak. I wore three hats. Team Lead Programming (UI), PM, and CPI for UI, working alongside other CPIs, Production Managers, and Team Leads across art and the other disciplines. The central technical challenge was porting the entire UI from Flash to Ubisoft's new in-house UI framework. Honestly, that one had a clean, scalable architecture that beat Flash on every measure that mattered.

And we pulled the migration off in parallel with active game development, without affecting any other team or milestone. Completing it was recognized internally as a technical success, even though the project itself ended up cancelled later.

Honestly, the cancellation was about a lack of creative direction, not execution. I'd sensed it coming. A few months out, the deliverables were getting less and less realistic, and the conviction at the top was wavering. So the real work became human. I kept some of the team on the next project. Most got reassigned, and I've run into others at different studios since. And honestly, that's the thing about leading through a cancellation. You don't ship a game, but you ship the people, and the relationships outlast the org chart.

My Contributions

  • Team Lead Programming (UI), PM, and CPI UI on a distributed 20+ person team
  • Led full Flash/Scaleform → in-house UI framework migration concurrently with development, zero project impact
  • Collaborated with CPIs, PMs, and Team Leads across art and other disciplines
  • Managed third-party outsourcing relationships and co-dev cadence across time zones
  • Navigated cancellation honestly, protected team morale, supported offboarding and cross-project placements

Tech Highlights

C++Console development (PS4/Xbox One)In-house UI framework (modern scalable architecture, clean separation of concerns)Flash/Scaleform → in-house UI framework migration in-flight with active developmentMulti-discipline cross-functional leadershipCross-geography team coordination across multiple sites and time zones

Skills Applied

LeadershipMulti-Discipline LeadershipTeam ManagementHiring at ScaleMigration (Flash → In-House)Live-Service ArchitectureDistributed TeamsCancellation LeadershipC++Custom Engine

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