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Stephan Logier Email & Phone Number

Creative Director at Thunder Lotus at Thunder Lotus
Location: Montreal, Quebec, Canada 18 work roles 5 schools
1 work email found @ubi.com LinkedIn matched
✓ Verified May 2026 4 data sources Profile completeness 100%

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Current company
Role
Creative Director at Thunder Lotus
Location
Montreal, Quebec, Canada

Who is Stephan Logier? Overview

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Quick answer

Stephan Logier is listed as Creative Director at Thunder Lotus at Thunder Lotus, based in Montreal, Quebec, Canada. AeroLeads shows a work email signal at ubi.com and a matched LinkedIn profile for Stephan Logier.

Stephan Logier previously worked as Creative Director at Thunder Lotus and Game Design Mentor at Cg Spectrum College Of Digital Art And Animation. Stephan Logier holds Summer School On Management Of Creativity In An Innovation Society from Hec Montréal.

Company email context

Email format at Thunder Lotus

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{first}@ubi.com
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AeroLeads found 1 current-domain work email signal for Stephan Logier. Compare company email patterns before reaching out.

Profile bio

About Stephan Logier

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.

Listed skills include Game Development, Video Games, Xbox 360, Level Design, and 13 others.

Current workplace

Stephan Logier's current company

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Thunder Lotus
Thunder Lotus
Creative Director at Thunder Lotus
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18 roles

Stephan Logier work experience

A career timeline built from the work history available for this profile.

Creative Director

Current

Montreal, Quebec, CA

Making 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.

Oct 2019 - Present

Design Director

Bordeaux, Gironde, FR

Working on Beyond Good and Evil 2!

Aug 2018 - Oct 2019

Associate Game Director

Montréal, Québec, CA

Working on an undisclosed AAA project.

Nov 2017 - Aug 2018

Game Director And Founder

As 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.

Sep 2016 - Nov 2017

Senior Game Designer - Watch Dogs 2

Saint-Mandé, Île-de-France, FR

As 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!

Sep 2015 - Sep 2016

Senior Game Designer - Mighty Quest For Epic Loot

Saint-Mandé, Île-de-France, FR

I 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.

Nov 2014 - May 2015

Level Design Director - Far Cry Brand

Saint-Mandé, Île-de-France, FR

As 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.

Oct 2011 - Nov 2014

Creative Director - Just Dance 3 Xbox 360 Kinect

Saint-Mandé, Île-de-France, FR

My 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.

Mar 2011 - Oct 2011

6 Months Break

(Half Year Sabbatical)

I 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.

Sep 2010 - Mar 2011

Level Design Director - Assassin'S Creed 3

Saint-Mandé, Île-de-France, FR

During 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).

May 2010 - Sep 2010

Design Trade Director - Ubisoft Montréal Studio

Saint-Mandé, Île-de-France, FR

My 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.

Feb 2009 - Mar 2010

Lead Level Designer - Prince Of Persia

Saint-Mandé, Île-de-France, FR

My 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.

Nov 2005 - Dec 2008

Lead Level Designer - Prince Of Persia, The Two Thrones

Saint-Mandé, Île-de-France, FR

My 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.

Mar 2005 - Oct 2005

Level Designer - Prince Of Persia : Warrior Within

Saint-Mandé, Île-de-France, FR

My 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.

Mar 2004 - Oct 2004

Creative Director - Banja, The Way Of The Fum Fum (Pc Demo)

Teamchman

My 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.

Nov 2001 - Apr 2003

Producer - Banja.Com : A Web Based Community Adventure Game

Teamchman

A 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).

Feb 2000 - Oct 2001

Co-Founder - Teamchman : Digital Entertainment Production Company

Teamchman

As 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.

Mar 1998 - Mar 2000
5 education records

Stephan Logier education

Summer School On Management Of Creativity In An Innovation Society

Hec Montréal

Rational Game Design

Ubisoft Design Academy

"Licence En Communication" : 3 Years University Degree In Communication

University Of Lille 1 Sciences And Technology

"Dut Informatique" : 2 Years Technical Degree In Programming, Computer Programming

University Of Lille 1 Sciences And Technology

Certificate, World Global Facts 2018

Gapminder - World Facts
FAQ

Frequently asked questions about Stephan Logier

Quick answers generated from the profile data available on this page.

What company does Stephan Logier work for?

Stephan Logier works for Thunder Lotus.

What is Stephan Logier's role at Thunder Lotus?

Stephan Logier is listed as Creative Director at Thunder Lotus at Thunder Lotus.

What is Stephan Logier's email address?

AeroLeads has found 1 work email signal at @ubi.com for Stephan Logier at Thunder Lotus.

Where is Stephan Logier based?

Stephan Logier is based in Montreal, Quebec, Canada while working with Thunder Lotus.

What companies has Stephan Logier worked for?

Stephan Logier has worked for Thunder Lotus, Cg Spectrum College Of Digital Art And Animation, Ubisoft Bordeaux, Ubisoft Montréal, and Wood Giant Studio.

How can I contact Stephan Logier?

You can use AeroLeads to view verified contact signals for Stephan Logier at Thunder Lotus, including work email, phone, and LinkedIn data when available.

What schools did Stephan Logier attend?

Stephan Logier holds Summer School On Management Of Creativity In An Innovation Society from Hec Montréal.

What skills is Stephan Logier known for?

Stephan Logier is listed with skills including Game Development, Video Games, Xbox 360, Level Design, Gameplay, Ps3, Game Mechanics, and Computer Games.

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