Benoit Macon Email & Phone Number
@ninjatheory.com
LinkedIn matched
Who is Benoit Macon? Overview
A concise factual answer block for searchers comparing this professional profile.
Benoit Macon is listed as Combat Director - HELLBLADE 2 at Ninja Theory at Ninja Theory, a with 130 employees, based in Greater Cambridge Area, United Kingdom. AeroLeads shows a work email signal at ninjatheory.com and a matched LinkedIn profile for Benoit Macon.
Benoit Macon previously worked as Combat Director - HELLBLADE 2 at Ninja Theory and GAME DIRECTOR - NICODEMUS at Ninja Theory.
Email format at Ninja Theory
This section adds company-level context without repeating Benoit Macon's masked contact details.
AeroLeads found 1 current-domain work email signal for Benoit Macon. Compare company email patterns before reaching out.
About Benoit Macon
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!"
Listed skills include Ps3, Video Games, Level Design, Game Design, and 19 others.
Benoit Macon's current company
Company context helps verify the profile and gives searchers a useful next step.
Benoit Macon work experience
A career timeline built from the work history available for this profile.
Combat Director - Hellblade 2
Current- Responsible for the overall vision and direction of the combat system
Game Director - Nicodemus
- 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)
- 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)
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 Inifity
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 Infinity
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 - Fightback
FIGHTBACK (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 - Dmc
Devil 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 Designer
Unnanounced project
Lead Game Designer
James 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 Designer
Open 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 Designer
Battalion 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-Designer
Firewarrior (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)
Game-Designer
Rayman2 Gameboy Color- Training the team on the Ubisoft GBC tools- Designing some game’s elements- Level designing
Game Design Director And Lead Game Designer
Rayman 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 Designer
Game Design Research- Research and study the multiplayer games- Proposal of different multiplayer concepts to the Direction
Game Designer
Tonic 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
Game Designer
World Club Football Pc- Design of the game- Design of the AI system for the players- Implementation of the AI
Game Designer
Rayman 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 - Tester
Rayman PSX - Main Tester on Rayman PSX (3 months)- Test Manager on Rayman PSX (4 months)- Manager of a team of 20 testers
Colleagues at Ninja Theory
Other employees you can reach at ninjatheory.com. View company contacts for 130 employees →
Mimi Luna
Colleague at Ninja TheorySoacha, Cundinamarca, Colombia
View →
KM
Katrin Mair
Colleague at Ninja TheoryCambridge, England, United Kingdom
View →
UD
Uni Dos
Colleague at Ninja TheoryUnited States
View →
NG
Novi Guntara
Colleague at Ninja TheoryBandung, West Java, Indonesia
View →
CM
Cakemix Mix
Colleague at Ninja TheorySt Paul, Minnesota, United States
View →
TP
Tom Pee
Colleague at Ninja TheoryOutlane, England, United Kingdom
View →
SM
Steven Manship
Colleague at Ninja TheoryGreater Cambridge Area, United Kingdom
View →
AE
Alex Easey
Colleague at Ninja TheoryCambridge, England, United Kingdom
View →
JM
Jak Mate
Colleague at Ninja TheoryGreater Melbourne Area, Australia
View →
MŚ
Marcin Środa
Colleague at Ninja TheoryCambridge, England, United Kingdom
View →
Frequently asked questions about Benoit Macon
Quick answers generated from the profile data available on this page.
What company does Benoit Macon work for?
Benoit Macon works for Ninja Theory.
What is Benoit Macon's role at Ninja Theory?
Benoit Macon is listed as Combat Director - HELLBLADE 2 at Ninja Theory at Ninja Theory.
What is Benoit Macon's email address?
AeroLeads has found 1 work email signal at @ninjatheory.com for Benoit Macon at Ninja Theory.
Where is Benoit Macon based?
Benoit Macon is based in Greater Cambridge Area, United Kingdom while working with Ninja Theory.
What companies has Benoit Macon worked for?
Benoit Macon has worked for Ninja Theory, Ubisoft Montreal, Ubisoft Montréal, Kuju Entertainment, and Kuju Entertainment - Godalming.
Who are Benoit Macon's colleagues at Ninja Theory?
Benoit Macon's colleagues at Ninja Theory include Mimi Luna, Katrin Mair, Uni Dos, Novi Guntara, and Cakemix Mix.
How can I contact Benoit Macon?
You can use AeroLeads to view verified contact signals for Benoit Macon at Ninja Theory, including work email, phone, and LinkedIn data when available.
What skills is Benoit Macon known for?
Benoit Macon is listed with skills including Ps3, Video Games, Level Design, Game Design, Game Development, Gameplay, Unreal Engine 3, and Xbox 360.
Search by job title, company, industry, location, and seniority. Export verified B2B contact data when you need it.
Start free trial