Sr. Game Designer
Sr. Game Designer
Hello, nice to meet you !
I am a 16+ combined years entertainment industry specialist. I have a deep understanding of the overall game creation process. From visual programming, in-engine integration, missions, dynamic storytelling and action / RPG systems design, I had impact on a lot of content through the years! From my movie VFX background, I inherited a strong familliarity with any 3D softwares, VFX and Art assets creation as well. I am at ease communicating and being at the center of a feature’s development.
I always try to involve myself with special, story-driven projects that require heavy involvement in the design department, or personal passion projects. Lately I have been hard at work on my own indie title in my spare time lately. We are looking to put our years of experience to the test and release our own title in the near future !
Thanks for stopping by !
Name : Pierre-Luc Grenon
Location : Sherbrooke, Canada
Portfolio: http://www.kierrato.com/
LinkedIn : linkedin.com/in/pierre-luc-grenon-1aba80a8
Date of Birth: 1st August 1985
Languages: French, English
Design our in-house turn-based combat AI system.
Own the design for combat, weapons, armors, items, abilities, classes and monsters.
Document all above designs in confluence and provide time estimates and task management.
Guide those new ideas from design to implementation.
Led a team of 4; On-boarding, mentoring and reviews as well as task assignment.
Created all elements of interactive VR apps using blueprint scripting from scratch.
Created design documents for new projects to guide the team with precise task breakdowns.
Created modular cinematics and NPC interaction systems.
Created “Gold standard” content to showcase the system’s capabilities at it’s best.
Created Tech-Documents and mentored outsourced designers on our systems.
Designed multiplayer elements such as cameras, locomotion and collision systems.
Created numerous cinematic content and designed camera tools for our creation pipeline.
Producer / Designer hybrid role, was responsible for scheduling and MOCAP.
Created heavily scripted mission segments on the main story path.
Prototyped the first side-quests & NPC interactions along with their system designs.
Mentored visual scripting and provided technical applications to mission content problems.
Heavy visual scripting to create mission events and storytelling moments.
Created large NPC crowds and content.
Task breakdowns with level design and first pass prototype creation.
Build and maintain testing gyms for crowds and NPC development teams.
Maintain a rigorous testing schedule and document new issues as thoroughly as possible.
Create in-engine data setups to test new features for the NPC & crowds team.
Create 3D VFX content for TV and Cinema.
Created sequences from concept to final render for big projects such as National Ad campaigns and Movies.
Heavy use of 2D compositing tools, rendering pipelines, material shaders & modeling tools.
Anvil (Ubisoft Proprietary)
GameGUI/Horizon (Eidos Proprietary)
Unity
Unreal Engine 4-5
Microsoft Office Suite (Word / Excel)
3D Studio Max
Maya
Motion Builder
zBrush
Fusion 5 / Other Compositing Softwares
Adobe Creative Suite
Unreal Engine 4-5
Domino (Ubisoft Proprietary, similar to Blueprints)
Blueprints
MQL4 / MQL5
C#
LUA
Python
Game Design (RPGs, Combat, AI)
Mission Design (Quests, Scripted Content, Objectives)
Visual Scripting (Blueprint, Bolt, etc.)
Tech Documentation
Leadership & Mentoring
Broad 2D - 3D asset creation capabilities
Televised Mini-Series.
Televised Mini-Series.
Motion Picture.
Motion Picture.
"Virtual Fliers" Publicity Campaign. Televised Nationally
"Zoom Zoom" Publicity Campaign. Televised Nationally.
"Bell Beavers" Publicity Campaign. Televised Nationally.
Presentation of upcoming programs. Short Televised interludes.
Presentation of upcoming programs. 30 seconds TV spot.