Stephan Logier work email
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Game design expert with 20+ years of experience in the game industry at various strategic positions on AAA brands (Far cry, Assassin's creed, Just Dance, Watch Dogs, Beyond Good and Evil) and in studio management.
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Creative DirectorThunder Lotus Oct 2019 - PresentMontreal, Quebec, CaMaking 33 Immortals at the moment! ^_^ 33 Immortals is a co-op action-roguelike for 33 players. Play a damned soul, and rebel against God’s final judgment. Pick-up and raid, cooperate to survive hordes of monsters, defeat massive bosses, and face the wrath of God in a fight for your eternal life. -
Game Design MentorCg Spectrum College Of Digital Art And Animation Nov 2021 - PresentRichmond, Victoria, Au -
Design DirectorUbisoft Bordeaux Aug 2018 - Oct 2019Bordeaux, Gironde, FrWorking on Beyond Good and Evil 2! -
Associate Game DirectorUbisoft Montréal Nov 2017 - Aug 2018Montréal, Québec, CaWorking on an undisclosed AAA project. -
Game Director And FounderWood Giant Studio Sep 2016 - Nov 2017As Game Director, i was in charge of developing innovative game experiences. We developed Crumbs Tales, a procedurally generated cubic puzzle game with a free to play model available on iOS. I also advised young entrepreneurs on their project and brand development strategy (La plaine image, France) and helped local studio to deliver engaging experiences (Primus Vita, Epsilon Games). -
Senior Game Designer - Watch Dogs 2Ubisoft Sep 2015 - Sep 2016Saint-Mandé, Île-De-France, FrAs Core Game Systems senior designer, i designed the Game Economy (Progression & Rewards), the open world exploration loop, the evolving world narrative system, the living city identity system, The mission system (including objective gameplay bricks), The save system and a bunch of other one ; while having a lot of fun among an incredibly skilled dev team! -
Senior Game Designer - Mighty Quest For Epic LootUbisoft Nov 2014 - May 2015Saint-Mandé, Île-De-France, FrI worked with a senior agile team to adapt the game to playstation 4. I designed accessible controls and an appropriate targeting system for the hack and slash part of the game. I also designed a totally new interface for castle building, as well as the game menu flow, with a focus on simplicity and readability. We completed a great PS4 playable prototype. -
Level Design Director - Far Cry BrandUbisoft Oct 2011 - Nov 2014Saint-Mandé, Île-De-France, FrAs a core team member for an unannounced Far Cry Project, i designed a fully seamless multiplayer open world, including mission system, dynamic difficulty system, world structure and activities from scratch; and delivered a playable open world prototype, of a size around 2 square kilometres, with several main activities and encounters. This prototype was played by more than 80+ players simultaneously. Online Technology and Design principles are now used to push the Far Cry Brand titles forward. -
Creative Director - Just Dance 3 Xbox 360 KinectUbisoft Mar 2011 - Oct 2011Saint-Mandé, Île-De-France, FrMy responsibilities, on the Xbox 360 Kinect version of Just Dance 3, included making sure the dancing experience stays true to Just Dance Brand, designing the new jump in-out 4 players lobby system and bring in innovative online features like Just Create, which allows players to record and share their dance moves. -
6 Months Break(Half Year Sabbatical) Sep 2010 - Mar 2011I took a 6 months break to rest and explore some topics. During this time i made a shoot'em up named "Exodus" to explore procedurally generated level design ; I analysed Club Penguin approach on monetizing virtual world for kids ; and also took some rest.
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Level Design Director - Assassin'S Creed 3Ubisoft May 2010 - Sep 2010Saint-Mandé, Île-De-France, FrDuring pre-production of the game, my responsibilities include prototyping and defining guidelines for the new forest playground, building a region to showcase our new features (snow, tree navigation, new combat system) and the historical setting, and directing the prototype of our main cities (Boston, New York & Philadelphie). -
Design Trade Director - Ubisoft Montréal StudioUbisoft Feb 2009 - Mar 2010Saint-Mandé, Île-De-France, FrMy responsibilities include defining Training Strategy, Career development plan, Knowledge Sharing and support Internal mobility of the 250+ Designers of the Montréal Studio, collaborating with Studio VPs, with my team of focused specialists and the studio community. -
Lead Level Designer - Prince Of PersiaUbisoft Nov 2005 - Dec 2008Saint-Mandé, Île-De-France, FrMy responsibilities include, creating a fun playground for a complete new set of Acrobatic & Combat abilities and creating a complete new Open World Structure for the franchise (supported by a full 2D playable prototype). Also for each project phase from conception to release : level design team management, planning, setting up processes, Quality and Technical map follow up for the all game. -
Lead Level Designer - Prince Of Persia, The Two ThronesUbisoft Mar 2005 - Oct 2005Saint-Mandé, Île-De-France, FrMy responsibilities include recruiting talents, team building, efficient planning in collaboration with other teams (art, gameplay, story), setting up level design production process, Quality and Technical map follow up for the all game. -
Level Designer - Prince Of Persia : Warrior WithinUbisoft Mar 2004 - Oct 2004Saint-Mandé, Île-De-France, FrMy responsibilities include level pitch, documented conception and presentation to lead and collaborators ; 3DS Max collision map production, Integration & Gameplay Scripting in JADE editor ; Map production follow up, making sure the gameplay stays clear, well paced and rewarding to play while dealing with Art, Story and New Feature integration ; final polish and debug phase. -
Creative Director - Banja, The Way Of The Fum Fum (Pc Demo)Teamchman Nov 2001 - Apr 2003My responsibilities, for this playable PC Demo, include defining and communicating the game vision to the dev team, company co-founders and external publisher ; directing gameplay prototypes ; reviewing art direction ; writing the demo quest walkthrough.
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Producer - Banja.Com : A Web Based Community Adventure GameTeamchman Feb 2000 - Oct 2001A yearly season of 12 monthly episodes. A visionary format and an unique interactive experience through a beautiful gaming playground with communal services and musical immersion. A successful distribution through leading portals (logos Terra Lycos, T online). An ever increasing worldwide community of local users (March 2002 : 300 000 users).
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Co-Founder - Teamchman : Digital Entertainment Production CompanyTeamchman Mar 1998 - Mar 2000As co-founder i've actively been involve in defining and communicating company's vision, meeting clients and partners, organizing production team. During the early years of the company, my responsibilities also include web design, flash design and programming on various projects : ZELIA'S DAY (game for Intel webOutfitter), WINIPED (game for viral marketing), ZOUGA TV (sitcom creation game for TF1), RAVE (techno music party simulation for Canal+), GOA.COM (community gaming website for France Télécom).
Stephan Logier Skills
Stephan Logier Education Details
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Hec MontréalSummer School On Management Of Creativity In An Innovation Society -
Ubisoft Design AcademyRational Game Design -
University Of Lille 1 Sciences And Technology"Licence En Communication" : 3 Years University Degree In Communication -
University Of Lille 1 Sciences And TechnologyComputer Programming -
Gapminder - World FactsWorld Global Facts 2018
Frequently Asked Questions about Stephan Logier
What company does Stephan Logier work for?
Stephan Logier works for Thunder Lotus
What is Stephan Logier's role at the current company?
Stephan Logier's current role is Creative Director at Thunder Lotus.
What is Stephan Logier's email address?
Stephan Logier's email address is st****@****ubi.com
What schools did Stephan Logier attend?
Stephan Logier attended Hec Montréal, Ubisoft Design Academy, University Of Lille 1 Sciences And Technology, University Of Lille 1 Sciences And Technology, Gapminder - World Facts.
What skills is Stephan Logier known for?
Stephan Logier has skills like Game Development, Video Games, Xbox 360, Level Design, Gameplay, Ps3, Game Mechanics, Computer Games, Game Design, Web Design, Social Games, Creative Direction.
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