Projects
Welcome to my Projects Gallery. Here you will find the most recent and relevant projects I have managed and how each of them has shaped my background as a Producer.
If you would like to see my full list of projects, please visit the projects section of my LinkedIn profile.
BLEACH: Rebirth of Souls
Producer
The new AAA arena fighting game in the Bleach universe after 14 years without a new console entry in the series. The game focuses on intense combats and the original BLEACH story with the highest quality graphics for a game in the franchise.
My role
As EMEA Producer, I work with an internal team (localisation, testers, release managers, marketing, customer support) and the studio in Japan on a daily basis.
My goal is to do everything possible to ensure that the game is released on time and in the best possible conditions in the EMEA region. I've been working on this title for a year and a half now, and we're now in the final months before release.
To manage this project, I'm using Agile methodologies and Kanban systems to give everyone as much visibility into the game as possible.
My contribution
Production schedule assessment and risk management
Manage a cross-functional team (QA, localisation, release management, customer support, marketing, game reviews, printed materials) (~10 people)
Set up and manage a Jira environment
Define a workflow for the team within Jira
Provide quality feedback to the development team based on the latest market trends in the arena fighting game genre
Prepare and manage submissions to EMEA rating boards (PEGI, USK, ACB, FPB, MRO, GCAM…)

Sifu
Producer
Sifu is a AA beat'em up game where the core mechanic is focused on a die and retry system. Each time you're dying, your character, a martial artist, becomes older and stronger.
My role
As Producer, I was in charge of the team (programmers, artists, QA, technical artists) responsible for the Nintendo Switch port of the game.
My main goal was to deliver the Nintendo Switch version of the game in ten months under the supervision of Sloclap, the main studio behind the game.
For this project, I used the Agile and Scrum methodologies to work with the whole team in an iterative process.
My contribution
Manage a highly technical and cross-functional team (~10 people)
Deliverables to the client (the main studio) at each milestone
Redefine schedule and deliverables
Manage client relationship
Nintendo Switch submission management
Main challenges
Deliver a faithful 30 fps experience to Nintendo Switch players
Maintain beautiful graphics quality on a portable console
Manage resolution switching (between handheld and TV mode)
Change project management tool in the middle of development
Outcomes
Understanding the whole process of porting to Nintendo Switch
A strong understanding of the client relationship in the video game industry
Identify and assess the risks associated with porting a game
New contract with Sloclap to manage the porting of post-launch content to Nintendo Switch

Death Note: Killer Within
Producer
A social deduction game where your goal changes depending on your role in the game (killer or inspector). Death Note is a very popular IP in Europe that hasn't seen a new game release for over 15 years. The game is a competitor to Among Us and has a much more complex gameplay.
My role
As EMEA Producer, I oversaw the development of the game from concept to release. With the main studio based in Japan, I was responsible for the day-to-day communication between them and my team in Europe.
The goal was to deliver a more complex experience than Among Us in the social deduction genre in less than two years.
For this game, I mainly used the Waterfall project management methodology to fully plan the project and carefully follow each phase.
My contribution
Manage a cross-functional team (QA, localisation, release management, customer support, marketing, game reviews, printed materials) (~10 people)
Manage daily communication with Bandai Namco in Japan and the studio
Set up GANTT for the project
Set up and maintain a Jira for the team
Provide quality feedback to the development team to improve the in-game player experience
Prepare and manage submissions to EMEA rating boards (PEGI, USK, ACB, FPB, MRO, GCAM...)
Main challenges
Stay true to the Death Note IP with the game
Bring something different enough from Among Us to keep it attractive to social deduction genre amateurs
Establish a post-launch roadmap for the game
Outcomes
Manage a non-worldwide launch (the game was not released in Japan due to unauthorised licensing)
Manage post-launch content with live service and quality of life management

Terraforming Mars: Venus Next
Producer
A digital version of the famous board game Terraforming Mars. The game was originally developed by another studio, which promptly shut down and left the game in a critical state: at the moment the game was rated "Mostly Negative" on Steam. Twin Sails, the game's publisher, contacted us to help them on their journey.
My role
As a Producer, I led a team of programmers, artists, game designers and QA for 10 months.
The main challenges were to fix the game to change the Steam review trends to at least "Mostly Positive" and to create the future DLC for the game: the Venus Next expansion.
I used several project management methodologies and tools for this project, such as Waterfall, Agile and Kanban.
My contribution
Define timelines and deliverables for both live service management and new DLC creation
Budget Management
Build a cohesive team and choose wisely who will handle live service management and DLC creation (~10 people)
Define the QA workflow for both Artefacts Studio and Twin Sails
Create a consistent Jira backlog and manage weekly sprints
Manage external game design vendor for DLC creation
Reworked the community Discord to increase contact with the development team and add an efficient ticketing system
Main challenges
Inform top management of the risks associated with the project and how they will be managed
Provide the publisher with a summary of the major issues and the plan to resolve them
Address and resolve the various network issues in the game
Provide a quality of life update
Regain player confidence
Redefine priorities based on player feedback
Create a faithful DLC based on the board-game version
Outcomes
The game is now rated "Mostly Positive" on Steam
A new DLC with a faithful adaptation of the board game
Networking more stable than ever
New exclusive features such as the Compendium to view all the cards in the game
An efficient Discord ticketing system to chat directly with the community and clearly identify players' main expectations
A better understanding of managing a game with live service and quality of life aspects

Dragon Ball FighterZ
Producer
A 2.5D fighting game set in the famous Dragon Ball franchise. Released in 2018, the game has been praised by both the press and players for its unique graphical style and its amazing fighting style with many references to the anime.
My role
After a huge success on the 8th generation consoles, we are planning to bring this great fighting experience to the next generation consoles (PS5 and XSX).
As EMEA Producer, I was responsible for organising the porting of the game by managing a cross-functional team in Europe and liaising with the Bandai Namco office in Japan.
For this port, I used the Waterfall methodology to plan the entire production and a Kanban tool for the day-to-day management.
My contribution
Manage external QA and localization vendors (~10 people)
Set up GANTT for the project
Prepare and manage submissions to EMEA rating boards (PEGI, USK, ACB, FPB, MRO, GCAM...)
Main challenges
Oversee quality checks after game release
Create the next generation version of the game of the game with all DLCs and make sure everything works as it did on previous generation consoles
Liaise with customer support to ensure the free next-gen upgrade is available to players
Outcomes
Manage a game port from a publishing perspective
Work with IP licensors
Organise post-launch patch to increase game stability

Let's Sing: ABBA
Producer
Let's Sing is a French karaoke game series that has been released for over a decade. Voxler, the main studio behind the game, contacted us after signing a contract with the famous band Abba to help them develop the game.
My role
As Producer, I was in charge of a team of artists (concept, 2D, 3D, environment, characters), riggers and animators.
Our goal was to create several characters for the game based on Abba's most popular show outfits. I also manage the communication between my team and the client to get feedback on the team's weekly work and adjust it accordingly for the next week.
I chose to manage the project mainly using Kanban to improve the overall speed and quality of delivery. I also used the Scrum project management methodology to make the team more self-managing.
My contribution
Manage a mainly artistic team (~10 people)
Reorganise the team and schedule after an unexpected request from the client
Manage multiple artist vendors
Budget management
Manage the relationship between the client and the main studio
Define the GANTT and milestones for the project
Deliver each deliverable to the main studio on time and to the expected quality level
Main challenges
Report the unexpected events and associated risks to top management
Provide a contingency plan for unexpected events
Understand and define the art production pipeline
Create team cohesion between the team and vendors
Build trust between the team and the client
Outcomes
A better understanding of the art production pipeline from concept to in-engine integration
A game released in line with Abba's wishes
A clear understanding of the artistic constraints associated with game art direction
Voxler contacted us again to work on another Let's Sing game.
