Rayman Raving Rabbids and Rabbids Go Home - Game Designer

2007 - 2008 - Ubisoft Montpellier - Rabbids Go Home

  • Conception

    • Led the game and world structure design.

    • In charge of missions and rational game design.

Game Trailers: "Rabbids Go Home can best be described as the mutant offspring of Katamari Damacy's insistent collect-a-thon of crap, with bits and pieces of Super Mario Galaxy's platforming thrown in for good measure. (...) For the most part, level design follows a linear path, indicated by a makeshift road. However, it wouldn't be a Rabbids game if there weren't a few surprises. Some of the more unique stages spice things up, allowing you take the reins of a Boeing 757 jet engine, or tube down a canyon at breakneck speed. Later stages offer a higher degree of challenge, with elements like water, shifting platforms, and tilting bridges."

2006 - Ubisoft Montpellier - Rayman Raving Rabbids

  • Production and post production

    • Led the design, scripting and balancing of dancing mini-games.

    • Managed playtesting feedback to ensure the balance and quality of the game.

IGN: “(…) one of the better games available for Nintendo's new generation system this year. Ubisoft understands that Wii is about new ways to play and it has with Rabbids created a title that utilizes the Wii remote 70 times over. (…)
It is almost unfair to label this effort a Rayman game because the real stars of the project are the bunnies, whose blank faces and inevitable agonized screams will make you laugh over and over again"