Currently working as QA Analyst at Ubisoft on a new AAA title
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Qa AnalystUbisoft Paris StudioVersailles, Fr -
Qa AnalystUbisoft Paris Studio Nov 2022 - PresentParis, Île-De-France, FrancePROJECT: Star Wars Outlaws -
Qa AnalystUbisoft Paris Studio Jan 2022 - Oct 2022Paris, Île-De-France, FrancePROJECT: Skulls & BonesMISSION: World Building Support (Level Art, Design & Tech) -
Qa AnalystUbisoft Paris Studio Sep 2017 - Dec 2021Montreuil Area, FrancePROJECT: Ghost Recon BreakpointMISSION: World Building Support (Level Art, Design & Tech)TASKS► Be aware of anything related to my dedicated scope► Spot and report blocking and critical issues► Provide support and visibility to production team in order to improve their velocity► Validate sprints objectives and prevent regression► Provide JIRA support to production team► Raise warnings when a feature/a scope is at risk► Provide information, documentation and support to QC► Make the connection between production team and QC -
Junior Level DesignerUbisoft Paris Studio Mar 2016 - Sep 2016Région De Montreuil, FrancePROJECT: Ghost Recon WildlandsOpen-World Tactical Multiplayer TPSMISSIONSince I was hired when GRW production phase started, most locations in the game were still placeholders, waiting to reach their high quality, final version. In collaboration with level artists, designers, QA & producers, I was in charge of the production, debug & polish of those open-world locations .TASKS► Design & rework of advanced/final Layouts for many open-world locations (outposts, camps, villages, city)► World building : cover density, terraformation, vegetation/rocks density (procedural), etc.► Work closely with Level Artists to ensure great balance between navigation flow/lisibility & visual quality► Work with Mission Designers to fit with mission needs/objectives for some main missions :"Carzita's Assistant", "El Yayo", "Killasisa Coca farm", "Freedom of Speech"► Level Design ingredients integration (multiple patrols, watch towers, mortars, VHC, etc.)► Location difficulty tweaking according to Rational Level Design guidelines► Management of NPCs for generic or specific uses (road helpers, activities, animations, etc.)► Work on "natural landing zones" : allowing & pulling players to land by chopper/boat in interest points ► Work on specific buildings: interior propsing & NPC layouts -
Qa AnalystFocus Home Interactive Feb 2016 - Mar 2016Région De Paris, FrancePROJECTS: Styx: Shards Of Darkness (Cyanide Studio), Space Hulk: Deathwing (Streum On Studio), Tour De France 2016 (Cyanide Studio)► Bug tracking (Mantis / OpenProject)► Functionality & quality reviews► Stress tests & Sanity checks -
Level Designer (Intern)Cyanide Jul 2015 - Dec 2015Région De Paris, FrancePROJECT: Styx: Shards Of DarknessOld-school stealth gameMISSIONSince I was hired when Styx's preproduction phase just ended, all levels in the game were still placeholders or simply to create from scratch. In collaboration with Environment Artists, I was in charge of the conception, production & debug of several levels.TASKS► Level layout & building: conception, production & debug of entire levels► Level Design ingredients integration (patrols, alarms, hideouts, etc.)► Mission Design scripting: use of internal tool to script objectives completion► Events & puzzles scripting: use of blueprints to create complex interactions inside levels► Conception & modelization of modules following gameplay constraints & guidelines► Set dressing, propsing & lighting -
Designer & Project ManagerDogteam (@ Supinfogame Rubika) Sep 2014 - Jun 2015(@ Supinfogame Rubika)Supinfogame students' team in charge of developing Dogfish :DESIGN► Gameplay mechanics and game content► Level design & building► Creation & implementation of sound design assetsMANAGEMENT► Team manager support (including 2 designers, 3 artists & 1 programmer)► Sound design external team management► Respect of the team's game intentions -
Level Designer (Intern)High Five Factory Jun 2014 - Aug 2014Région De Paris, FranceMobile game for core gamers on iOS & Android► Level layout & building► Gameplay elements implementation► Events & patrols scripting
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Semi-Professionnal Musician(Bass Player) Sep 2008 - Aug 2012France► Live performance► Bass guitar teaching► Studio record -
Order SpecialistChronodrive Jan 2011 - Jun 2012Hallennes-Lez-Haubourdin, France -
Recovery AgentIkea Group Oct 2010 - Nov 2010Lomme, France -
WaiterPizza Hut Apr 2009 - May 2009Lomme, France
Matthieu Nollet Skills
Matthieu Nollet Education Details
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Art, Cuture & Media -
High School (Marguerite De Flandre)The Equivalent Of A Levels In Germany -
High School (Marguerite De Flandre)Economics & Social Sciences
Frequently Asked Questions about Matthieu Nollet
What company does Matthieu Nollet work for?
Matthieu Nollet works for Ubisoft Paris Studio
What is Matthieu Nollet's role at the current company?
Matthieu Nollet's current role is QA Analyst.
What schools did Matthieu Nollet attend?
Matthieu Nollet attended Edx, Rubika, Infocom - Université Lille 3, High School (Marguerite De Flandre), High School (Marguerite De Flandre).
What are some of Matthieu Nollet's interests?
Matthieu Nollet has interest in Drawing, Bass Guitar, Tarentino, Sci Fi Literature, Communication, Richard Morgan, Music Composition, Education, Self Development, Environment.
What skills is Matthieu Nollet known for?
Matthieu Nollet has skills like Level Design, Communication, Game Design, Project Management, Sound Design, Unity3d, Ue4, Unreal Engine3, Video Games, Game Scripting, Sketchup, Conception Des Niveaux De Jeu.
Who are Matthieu Nollet's colleagues?
Matthieu Nollet's colleagues are Rony Mathai, Dominick Echiverri, Mauricio Contreras, Jin Zhang, Olivier Crone, Johncarlo Figliuzzi, Tam Hoang.
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