Quentin Briand Email and Phone Number
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15+ years experience in the video game industry.Adept at delivering results in tough contexts, I focus on team empowerment and communication in order to create an inspiring work environment.I have worked for both publishers and development studios in small (15) and big (100+) teams as:• Producer (10 years)• Game Director / Product Owner / Game Content Manager (4+ years)• Game Designer (3+ years)I was involved in the development of more than 25 projects varied in scope, gameplay and platforms:• famous game franchises and casual games (home consoles and portable consoles)• big budget MMO games (PC)• iOS applicationsFavorite genres:• RPG• Action-adventure• Survival HorrorSpecialties:• Project and Team Management (certified Scrum Master)• Game Design• Level Design
Midgar Studio
View- Website:
- midgar-studio.com
- Employees:
- 14
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Head Of ProductionMidgar Studio Mar 2023 - PresentMontpellier, Occitanie, France- project management: budget, planning, production follow-up, SCRUM- team management: recruitment, contracts, team objectives, performance reviews- studio management: salary policy, annual appraisals policy, office relocation -
ProducerMidgar Studio Jul 2022 - Feb 2023Montpellier, Occitanie, France -
ProducerAsobo Studio Feb 2020 - Jun 2022Bordeaux, Nouvelle-Aquitaine, FranceMicrosoft Flight Simulator VRMicrosoft Flight Simulator Xbox Series X|S -
Associate ProducerUbisoft Annecy May 2018 - Nov 2019AnnecyRiders Republic (Massively Multiplayer Extreme Sports - PS4-PS5 / XB1-Xbox Series X|S / PC / Stadia)• I managed the organization and the production planning of the Core Gameplay team (ski/snowboard, bike and air sports) successfully delivering gameplay praised by Ubisoft HQ on key milestones.• I supervised the development teams on game systems and on the social hubs of the game. • I collaborated with the game design team to improve design communication during preproduction. -
ProducerEnigami Jan 2017 - Jan 2018Lille Area, FranceShiness: The Lightning Kingdom (RPG - PS4/XB1/PC)• I was in charge of closing Shiness: The Lightning Kingdom. The game was approved on 1st certification on both PS4 and XB1.• I supervised the development and the release of the first patch of the game which greatly improves the game experience.
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Production ConsultingSelf Employed Sep 2016 - Dec 2016Paris Area, France• I worked with Enigami Studio on grant applications and benchmarking.• Lecturer at Supinfogame Rubika.
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Line ProducerFocus Home Interactive May 2014 - Sep 2016Paris Area, FranceProjects: Divinity: Original Sin - Enhanced Edition (RPG - PS4/XB1), Styx Master of Shadows (Stealth - PS4/XB1/PC), Blood Bowl 2 (Tactical/Fantasy US football - PS4/XB1/PC), Seasons after Fall (Platform Adventure - PC) and more.I worked with development studios from conception phase to release in order to help them deliver the best possible games on schedule. My main responsabilities included:• organising and ensuring follow-up of the production planning.• communicating with the studios on a daily basis to anticipate, identify and fix or work around production issues.• working as a contact between studios, Focus teams (Quality Assurance, Marketing, Business Development) and production partners.• identifying in-game features that could be improved and making suggestions in order to help the development studios raise the overall quality of their games.• arranging for playtests and Beta tests. -
Game Director / Product OwnerDancing Dots Mar 2009 - Dec 2012Paris Area, FranceProjects: Super Knights (Action/Puzzle - iOS/Android), Rotastic (Platform/Puzzle - XBLA, PSN, PC), and more.• pitched game concepts to clients.• defined the game experience and scope, and made sure all the game components (from game design to graphics and music) conveyed the experience.• managed the game content production (Scrum).• recruited and managed game designers.• designed game content (game systems, game mechanics, AIs, UI/UX, etc.) and kept the game design documents up to date from conception phase to end of project.• organized playtest sessions, observed players and collected data to implement modifications in order to improve the game quality.• prototyped concepts for F2P mobile games on Unity. -
Game DesignerF4 Sep 2008 - Feb 2009Paris Area, FranceProjects: Empire of Sports (MMO Sports - PC), Exalight (MMO Racing - PC)• improved the retention rate, engagement and players' understanding of the game mechanics by suggesting and managing the implementation of player coaching (solo quests). • oversaw the development of various sports gameplay: track and field, basketball and bobsleigh.• designed and implemented a rhythm mini-game (DDR-like gameplay). -
Game DesignerUbisoft Montpellier Jan 2008 - Jun 2008Montpellier Area, FranceProject: Beyond Good & Evil 2 (Action Adventure)• designed the characters abilities and other game mechanics.• worked on prototypes for characters abilities and shooting gameplay.• scripted a gravity-based mini-game. -
Lead Game DesignerGameloft Montréal Jul 2007 - Dec 2007Montreal, Canada AreaProject: Splinter Cell Conviction (Stealth - DS)• redefined the game experience and made sure the game mechanics conveyed the experience.• managed a team of six game and level designers.• trained coworkers in level design. -
Game Content ManagerUbisoft Worldwide Hq Jul 2006 - Jun 2007Paris Area, FranceProjects: Rayman Raving Rabbids (Party game - Xbox360), TMNT (Platform/Action - Xbox 360/PS3/PS2/PSP/DS), Red Steel 2 (FPS - Wii), Endwar (Tactical - PSP/DS) and more.• monitored games content to make sure they met expectations regarding Ubisoft HQ mandate and proposed solutions whenever needed, to help the development teams get their projects greenlighted for production.• participated in the creation and setup of new design working methods (Rational Game & Level Design) for Ubisoft worldwide studios.• benchmarked Role Playing Games (Final Fantasy XII, Dragon Quest VIII, Zelda series) -
Game Designer (Student)Supinfogame Oct 2004 - Jun 2006ValenciennesFinal-year project: Sonate (Adventure/Music - PC)• managed the final-year project and the outsourced content development.• wrote game design documents.• participated in the art department (modeling, mapping, skinning and animation on 3DSMax).
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Game DesignerHydravision Entertainment Jun 2005 - Sep 2005Lille Area, FranceProject: Obscure 2 (Survival Horror - PS2)• designed boss battles.• worked on the camera system (co-op gameplay).• created level maps (using 3DSMax). -
Team Manager & Game Designer (Telework, Non-Professional)Lment Studio Feb 2003 - Sep 2005Project: Son of Destiny (RPG - PC)• team management• game & level design, story & background• French to English translation
Quentin Briand Skills
Quentin Briand Education Details
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CegosTeam Management -
Biology Of Organisms - Ethology -
Classe Préparatoire Vétérinaire - Lycée Descartes ToursBiology, Physics, Chemistry, Maths
Frequently Asked Questions about Quentin Briand
What company does Quentin Briand work for?
Quentin Briand works for Midgar Studio
What is Quentin Briand's role at the current company?
Quentin Briand's current role is Executive Producer.
What is Quentin Briand's email address?
Quentin Briand's email address is qu****@****ome.com
What schools did Quentin Briand attend?
Quentin Briand attended Rubika, Cegos, Université François Rabelais De Tours, Classe Préparatoire Vétérinaire - Lycée Descartes Tours.
What skills is Quentin Briand known for?
Quentin Briand has skills like Video Games, Game Design, Level Design, Game Mechanics, Gameplay, Casual Games, Game Balance, Computer Games, Social Games, 3d Studio Max, Game Development, Console.
Who are Quentin Briand's colleagues?
Quentin Briand's colleagues are Hadrien Pellegrini, Rémy Létang, Jean-Baptiste Louis, Rémy Tarraso, Florian Cros, Sylvain Frappez, Charlotte Niquet.
Not the Quentin Briand you were looking for?
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Quentin Briand
Student In Software Development | 4Th Year @ Epitech - European Institute Of TechnologyNice -
Quentin Briand
Nantes -
Quentin Briand
Lille -
Quentin B.
Paris
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