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AAAOpen World / Action-Adventure

Watch_Dogs 2

Ubisoft Montréal2016Team Lead UI/Presentation· May 2015 to Aug 2017

Credited as Team Lead UI/Presentation

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Watch_Dogs 2 cover

The Story

So Watch_Dogs 2 came right after WD1 shipped, and honestly, WD1 had been brutal on UI. We barely got it to fit on last-gen. Mind you, that experience is what got us to push for something different on WD2. We asked production for the time between projects to rewrite the architecture from scratch. They said yes.

What we built was a real separation of concerns on MVC. GameplayDataElements as models, UIControllers as controllers, UIView for rendering. The game could literally run without any UI at all. Gameplay evolved on its own, and the UI just reflected the state. Every menu had to be as optimized as the HUD, because the Smartphone had to open anywhere, anytime, like a real phone in your pocket. Mind you, our performance budgets weren't much bigger than WD1, so imagination did the lifting.

This is also where I helped reshape how UI leadership worked at Ubisoft. The "Lead Programmer" path rewarded strong technical chops, but often under-supported the soft skills side. So I pushed to split the role into Team Lead and Tech Lead, working hand in hand. My Production Manager believed in me and pushed me toward the people side. I turned down tech-lead offers on Far Cry and R6 because team lead with people skills was where I wanted to invest. And honestly, that split is part of why WD2 worked.

Honestly, my proudest moment is the Smartphone. Everything we built architecturally converged on making that one interaction feel effortless. The team behind it stayed tight and shipped together. That's still the project I measure other ones against.

My Contributions

  • Team Lead UI/Presentation, 8 programmers + cross-discipline partners
  • Co-proposed and led the ground-up rewrite between WD1 and WD2
  • Architected MVC separation (GameplayDataElements / UIControllers / UIView) on Ubisoft's in-house Flash middleware
  • Helped introduce the Team-Lead vs. Tech-Lead split at Ubisoft, invested in the people-leadership track
  • Shipped with a sustainable workload through strong process and leadership
  • Architecture later reused on Watch_Dogs Legion

Leadership

  • First shipped title with a team lead credit (Team Lead UI/Presentation)
  • Ran the UI/presentation programming team from May 2015 to Aug 2017, production through post-launch

Tech Highlights

Custom C++ UI framework (MVC architecture)Ubisoft's in-house UI middleware (Scaleform replacement)Data-driven UI developmentCode review and quality processes

Skills Applied

UI ArchitectureMVCLeadershipTeam BuildingHiringRetentionMentorshipPeople-First LeadershipCross-Discipline CollaborationSustainable CadenceC++PerformanceCustom EngineArchitecture Reuse

Screenshots

UI / Visual Identity

A dramatic tonal shift, bright, colorful, and modern, reflecting the San Francisco setting and DedSec's youthful energy. The smartphone UI is styled after Android Material Design with clean layouts and vibrant colors. A significant technical achievement: I led the migration from Flash/Scaleform to new middleware.

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