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PROJECTS

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Strategy / City builder

ANNO 117

UBISOFT MAINZ

Coming nov 2025

My duties revolved around 2 main axis: lead the development of a new visual scripting tool for the narrative team, and develop the gameworld, focusing on islands and quests.

Besides I assisted with recruiting, onboarding new team members and held presentations for our stakeholders.

SENIOR NARRATIVE DESIGNER

2023 - Present

  • CREATION OF A NEW VISUAL SCRIPTING TOOL for the narrative team. Design of the tool's structure and logic, along the following objectives:

    • Reduce implementation time

    • Increase quest stability in sandbox environment​

    • Visual output representative of the experienced quest flow

      Drive the development of the tool in collaboration with Programmers.
      The tool was successfully developed in 6 months and reduced the implementation time by 3.

 

  • DESIGN OF ALL CHARACTER ISLANDS, including geography, layout island function and detailed buildings lists. Close collaboration with Level Art.
     

  • QUEST DESIGN AND IMPLEMENTATION. More on that coming soon.

GAME SCREENSHOTS

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Strategy / City builder

ANNO 1800

UBISOFT MAINZ

(2018)

I worked on the game from conception to the last season of Post Launch. I fulfilled different roles, starting from Game designer to Narrative designer and taking the role of Narrative Lead for the last years of the Post Launch.

ACTING LEAD NARRATIVE DESIGNER

2022 - 2023

  • MENTORING & ONBOARDING of new team members, introduction to our tools and presentation of our past contributions to Anno, our established practices and potential areas of improvements.

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  • NARRATIVE DIRECTION FOR SCENARIOS: a brand new game mode where the player must reach specific goals and structured around a story. Guidelines and content were designed and implemented within tight deadlines. A scenario required:

    • Map layout​, Character design & direction

    • Storyline design around game design mechanics & implementation

    • Intro and outro movies storyboard and direction

    • Events system to structure the narration dynamically

      After the first scenario (Eden Burning) was released, I switched to a support role for the next scenarios, giving feedback, guidance and eventually a hand to the narrative team.

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  • REFINING PIPELINES AND WORKFLOWS to ease the planning and provide clarity on narrative design duties and time estimations. Creation of a bank of data in Excel to automatically extract tasks, estimations and dependencies for recurring narrative features.

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  • PROTOTYPING OF NEW SANDBOX MECHANICS to convey story.

    • Exploration landmarks in Eden Burning scenario with story bits and hidden rewards upon discovery. The set of exploration landmarks was randomly generated at game start.

    • (Easter egg) Fishing minigame in New World Rising DLC with its own progression and rewards. A player documented it on reddit here

EDEN BURNING SCENARIO

A self contained roguelike mode structured around a storyline with variable ending.

Exploration Landmarks and rewards

A playthrough of Eden Burning scenario

NARRATIVE DESIGNER

2020 - 2022

  • WORLDBUILDING FOR LAND OF LIONS DLC : complete timeline of the region of Enbesa. Islands design: identity, background, layout and resident characters' design. Working hand in hand with Level Art for production and implementing interactivity.

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  • DESIGN & IMPLEMENTATION OF BRANCHING QUESTLINES designed around a common theme of rebellion against central power with visual and gameplay impact that depended on player choices. All questlines featured the complex backstories of the game world to support the argument made in the adjacent campaign around Enbesa's rich history. Core choices were diegetic. Design and implementation of a new explorative mechanic providing backstory on the multiple landmarks, integrated within the questlines. Creation of a fictional language for deciphering quests.

    • My general process for this DLC was detailed during an AMA on reddit: link​

    • Quest flowcharts are available​​ online on the fandom website dedicated to Anno 1800: Angereb, Kidusi Anitoni and Waha Desher storylines

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  • DESIGN AND IMPLEMENTATION OF SUCCESSIVE QUESTLINES for the Tourist and Highlife DLCs.

LAND OF LIONS: WORLDBUILDING AND EVOLUTION

The oasis of Waha Desher, dried up during the last wars, could be restored

the Holy site of Kidusi Anitoni could be dug to investigate a millenary religious conspiracy

JUNIOR GAME DESIGNER

2016 - 2020

  • CONCEPTION OF ANNO 1800: Assisted Direction and Leadership with historical research and conception of the game and its narrative framing.
     

  • WRITING THE WORLDGUIDE in tandem with the Creative Director. Campaign story outline and world timeline. Design of all characters in the game (background, motivations, visual identity, interactions). Creation of an overview infographic of all characters' relationships.
     

  • REDACTING MOST FEATURES' DESIGN DOCUMENTS, during conception phase. Organization of our internal wiki and establishing documentation templates.
     

  • OWNER OF NARRATIVE-DRIVEN GAME MECHANICS ABOUT CULTURE: Tourism, attractiveness, cultural buildings, monuments, and ornaments. Conception of the core mechanic, design and documentation of systems and UI requirements, establishing milestone goals with production, implementation using internal tools.
     

  • CONTENT DESIGN and implementation of 1600+ items, all cultural buildings, monument events
     

  • CAMPAIGN STRUCTURE OVERHAUL AND DESIGN for chapters 1 and 2: main outline, detailed flowchart, documentation of triggers and conditions, dialogs. Creating the template for campaign quest flowcharts. 
     

  • QUEST DESIGN & implementation using internal tools. Tutorial design & implementation.

ANNO 1800 CAMPAIGN VIDEO

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MMORPG in a browser

MIGHT & MAGIC HEROES ONLINE

(2014)

RELATED DESIGNS

(now Ubisoft Mainz)

I joined the team for an internship of four months during Summer 2013. I investigated new mechanics and redesigned a level leading to the first epic battle.

CONTENT DESIGN INTERN

Summer 2013

  • DESIGN OF A REPLAYABLE REGION around a new mechanic altering the environment and paths on interaction with an object.
     

  • PROTOTYPE OF NEW MINIGAMES (festival, treasure hunting, arena combat with internal progression, in-game questionaires/tests on game mechanics and lore, tomb raiding) using internal tools.
     

  • DESIGN & IMPLEMENTATION OF A LEVEL named "the spirit world" where the story accelerates and ends with the first encounter with the arch enemy. Design of the visual identity, level layout and story segment. Creation of the level in the editor and implementation of the questline, reusing the new interaction mechanic.

LEVEL DESIGN

The Spirit World

The spirit world

Battle against Sandro

Battle against Sandro

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