Benoit Macon Email and Phone Number
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Benoit Macon is a Combat Director - HELLBLADE 2 at Ninja Theory at Ninja Theory. He possess expertise in ps3, video games, level design, game design, game development and 18 more skills. Colleagues describe him as "Benoit was the lead level designer at Kuju London working on one of the studio's Nintendo titles, Battalion Wars. He oversaw the early design of the levels under the direction of Tancred Dyke-Wells, Creative Director on the project. As lead level designer, Benoit was hard working and very good at motivating and managing his team. Benoit had a good rapport with the whole development team.", "Benoit is an excellent designer with flair and passion, producing work to a high standard of quality. He is also a very personable man who made the office environment a great place to work in.", and "Ben is clever, thoughtful and very hard working. I would have him back in a shot!"
Ninja Theory
View- Website:
- ninjatheory.com
- Employees:
- 130
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Ninja TheoryCambridge, Cambridgeshire, United Kingdom -
Combat Director - Hellblade 2Ninja Theory Jan 2018 - PresentCambridge, Gb- Responsible for the overall vision and direction of the combat system -
Game Director - NicodemusNinja Theory Jun 2017 - Dec 2017Cambridge, Gb- Responsible for the creative vision, design, implementation of gameplay mechanics in relation with THEVOID vision and direction- Directed the experience and a team of 15 people including designers, artists, coders and animators from initial conception to release. -
Game Director - Undisclosed Project (Steam Vr, Oculus)Ninja Theory Dec 2016 - Jun 2017Cambridge, Gb- R&D in VR combat mechanics for new experimental project- New experimental project started using VR combat mechanics previously worked on- Directed a team of 10 devs on this project -
Game Director - Dexed (Steam Vr, Oculus, Psvr)Ninja Theory Jun 2016 - Nov 2016Cambridge, Gb Responsible for the creative vision, design, implementation of gameplay mechanics. Directed the game and a team of 8 to 10 people including designers, artists, coders and animators from initial conception to release. -
Lead Character And Combat Designer - Disney InifityNinja Theory Jun 2014 - May 2016Cambridge, Gb Creation, implementation and overview of the new combat system for the STAR WARS playset and upcoming title within the franchise Retrofit the new combat system into the old Toys (Toybox only) Responsible for the creative vision, design, and implementation of gameplay mechanics for the following toys:o Anakin, Ahsoka, Obiwan, Yoda, Darthmaulo Leia, Hansolo, Darthvadero Kanan, Sabine, Zeb, Ezrao Ultron, New Captain Americao Alice, Timeo + 5 others not released due to the closure of the infinity brand. Overview of the creation of enemies and bosses for the Star Wars playset Lead a team of 15 people made of animators, coders , designers and artists -
Lead Designer - Disney InfinityNinja Theory Mar 2014 - Jun 2014Cambridge, Gb Responsible for the creative vision, design, and implementation of gameplay mechanics for the following Toys for the Marvel play-set and toybox:o Lokio Ronano Falcono Green Goblino Yonduo Jasmine -
Lead Designer - FightbackNinja Theory Sep 2012 - Mar 2014Cambridge, GbFIGHTBACK (EDITOR'S CHOICE iPhone) - IOS and Android Combat Game published by Chillingo. Responsible for the creation and overview of the main core system and core gameplay elemento Combat system and mechanics (State system, combos and overall mechanics)o Tower system (Progression, rewards, objectives, navigation)o Customization system (Guns, parts and patterns – Vest and shield system, Tattoos)o Itemization (Perks and supplies)o Player progression (XP system, player upgrade, Reward and scoring system, gating)o Enemies (Core Mechanics, scale up system)o In game messaging system (Story, promotions, adviser) Game system balancingo Player progression and overall difficulty (include enemy scale up)o Items stats balancing in coordination with player progression and difficultyo Itemizationo Overview of the different waves composition and level flow Responsible for the flow of the different element of the UI, from Main menu to gameplay. Lead and directed a team of 5 designers on the following :o Combat systemo Monetizationo Level Design (Enemy flow and wave composition)o UI Implementation and overall elements of the UI -
Senior Designer - DmcNinja Theory Jun 2010 - Sep 2012Cambridge, GbDevil May Cry Lead Mechanic Designer : Responsible for the mechanics, and overall metrics for traversal gameplay Boss Design : Responsible for the design of one of the Boss and the remake of a second one.o Mundus spawno Mundus Level Design : Responsible for the implementation and overall quality of the following levels :o Overturn, Eyeless, Devil inside, Devil’s Dalliance, Last Dance, Furnace of Souls Demo : Responsible for the Captivate (Under Watch), E3 Hands on demo (Under Watch) + E3 Hands off (Devil’s Dalliance), Comic con and TGS demo (Devil’s Dalliance) -
Senior DesignerUbisoft Montreal Nov 2009 - Jun 2010Unnanounced project
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Lead Game DesignerUbisoft Montréal Sep 2006 - Nov 2009Saint-Mandé, Île-De-France, FrJames Cameron Avatar (PS3,XBOX360)- Game-design concept documentation in line with the Creative Director vision for the game,- Game balancing (Player Weapons and armours, NPCs),- Game system follow up and implementation within the game via our in-house editor,- Directed and mentored a team of 5 game designers on a day to day basis.- Improvement development of the different tools used for the game -
Lead Level DesignerUbisoft Montréal Feb 2005 - Sep 2006Saint-Mandé, Île-De-France, FrOpen Season (PS3,XBOX360,Wii,PS2,Xbox,NGC,PSP, NintendoDS, GBA)- Implementation of the mission designs based on the project design documents- Directing a team of level designer on a day to day basis,- Review and follow-up on integration,- RLD documentation,- Optimisation of the different tools, -
Lead Level DesignerKuju Entertainment Feb 2004 - Feb 2005Croydon, London, GbBattalion Wars (NGC) - Implementation of the mission designs based on the project design documents- Review, critique and directing of the design team to produce the standard of levels expected of a Nintendo product- Optimisation of the vehicle physic mechanic as well as their navigation through the levels- Ensure the balance and strategy of the gameplay required for Battalion wars- Ensure a balanced and structured approach to the distribution of units throughout the game- Scripting- Clear weekly reporting identifying progress, team goals and issues- Development and supervision reviews -
Game-DesignerKuju Entertainment - Godalming Dec 2001 - Feb 2004Firewarrior (PS2)- Level design- Scripting and scenarisation of the different in-game behaviors- Terrain construction- Optimisation of the levels- Documentation for the development of a new in-house Live Tool editor- Documentation (Mission design, Mechanical design, bible, assets)
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Game-DesignerUbisoft - Oxford Jun 2001 - Dec 2001Saint-Mandé, Île-De-France, FrRayman2 Gameboy Color- Training the team on the Ubisoft GBC tools- Designing some game’s elements- Level designing -
Game Design Director And Lead Game DesignerUbisoft - Oxford Feb 1999 - Jun 2001Saint-Mandé, Île-De-France, FrRayman Gameboy Color (Lead Game-Design)Jungle Book Gameboy Color (Design director)Donald Quack Attack Gameboy Color (Design Director)F1 Racing Championship Gameboy Color (Design Director)Rogue Spear Gameboy Advance (Design Director)Rayman M (Shooting part) PS2/Gamecube (Lead Game-Design)- Creation of the Game Design Studio in Milan- Recruitment of 8 peoples for the studio- Personnel Management- Planning of the different projects- Designing, integration and use of the different internal tools for GBC development- Design Direction - Giving advices to the lead designer to improve the quality of the game, resolving team problems, etc… -
Game DesignerUbisoft - Oxford Sep 1998 - Feb 1999Saint-Mandé, Île-De-France, FrGame Design Research- Research and study the multiplayer games- Proposal of different multiplayer concepts to the Direction -
Game DesignerUbisoft - Oxford Mar 1998 - Sep 1998Saint-Mandé, Île-De-France, FrTonic Trouble Nintendo 64- Adaptation of the Pc version for N64- Training a new team of designers and level-designers on Ubisoft’s 3D tools- Management of the team -
Level DesignerUbisoft - Oxford Oct 1996 - Mar 1998Saint-Mandé, Île-De-France, FrTonic Trouble Pc- Level Design- Scripting AI -
Game DesignerUbisoft - Oxford May 1996 - Oct 1996Saint-Mandé, Île-De-France, FrWorld Club Football Pc- Design of the game- Design of the AI system for the players- Implementation of the AI -
Game DesignerUbisoft - Oxford Sep 1995 - May 1996Saint-Mandé, Île-De-France, FrRayman 2 PSX (The game was abandoned by Ubisoft after the decision to change strategy and move to 3D – 2 Levels of the game are available in Rayman 2 3D version for the Playstation.)- Design of the game- Level Design -
Test Manager - TesterUbisoft - Oxford Mar 1995 - Sep 1995Saint-Mandé, Île-De-France, FrRayman PSX - Main Tester on Rayman PSX (3 months)- Test Manager on Rayman PSX (4 months)- Manager of a team of 20 testers
Benoit Macon Skills
Frequently Asked Questions about Benoit Macon
What company does Benoit Macon work for?
Benoit Macon works for Ninja Theory
What is Benoit Macon's role at the current company?
Benoit Macon's current role is Combat Director - HELLBLADE 2 at Ninja Theory.
What is Benoit Macon's email address?
Benoit Macon's email address is be****@****ail.com
What skills is Benoit Macon known for?
Benoit Macon has skills like Ps3, Video Games, Level Design, Game Design, Game Development, Gameplay, Unreal Engine 3, Xbox 360, Game Mechanics, System Design, Mobile Games, Gameplay Systems.
Who are Benoit Macon's colleagues?
Benoit Macon's colleagues are Uni Dos, Marcin Środa, Nadia Biznuss, Dante Neo, Jak Mate, Tony Bouhasin, Katrin Mair.
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