Lead UX/UI Designer at Ubisoft. 18 years of experience in digital design, including 10 in AAA game development.

My work brings together product design, design systems, user research, accessibility and team management.
I currently work on The Division Resurgence iconThe Division Resurgence.

Other work

Just Dance

Just Dance

Ubisoft · Lead UX Designer & Product Owner · 2021 – 2024

On Just Dance, my main challenge was to structure UX practice for an annual title with a fixed release schedule. I recruited and then managed a team of up to six UX Designers, while also acting as Product Owner.

I led the creation of a design system documented in Confluence, designed for use across disciplines. Its structure connected the game's main experiences, its pages and components, its systems and guidelines, with direct links to the source files in Unity, Figma or Adobe XD.

Images of the different design stages of the Just Dance design system

I also worked on cross-device journeys spanning console and mobile: two interfaces and two usage contexts interacting within a single experience. The flowchart served as a shared reference across teams to keep the overall journey consistent.

Flowchart of the Just Dance UX/UI menus
Skills
Management, recruitment, design system, product ownership.
Team
Up to 6 UX Designers.
Deliverables
Design system, cross-platform flowcharts, prototyping, team support.
Period
January 2021 – February 2024.
Ghost Recon Breakpoint

Ghost Recon Breakpoint

Ubisoft · UX Designer, then Lead UX · 2017 – 2020

I worked on a wide range of screens across the project, most notably the Loadout page, the central screen for equipment and character progression. The challenge was to make a dense, information-heavy screen easy to understand and navigate with a controller, without adding unnecessary layers of navigation.

The wireframes were deliberately very detailed, so they could serve as a shared reference for many teams. That precision made it possible to document states, interactions and navigation rules ahead of implementation.

Wireframes and documentation for the Loadout page on Ghost Recon Breakpoint

I also led several accessibility initiatives, in particular the colour-blindness settings, tested with people with colour vision deficiencies, along with adjustments to interface element size and background opacity. This work gained external recognition and led to talks and interviews in both French and English.

Views of the game icons under each colour-blindness mode
Skills
Console UX, information architecture, accessibility, prototyping.
Role
UX Designer, then Lead UX.
Deliverables
Wireframes, accessibility, Stadia adaptation, prototyping and flowchart.
Period
May 2017 – December 2020.
UX Days

Ubisoft UX Days France & UX community

Ubisoft · Event creator, community lead · since 2021

I created the Ubisoft UX Days France to make UX practice more visible and to encourage sharing across disciplines. Two editions have been held: a remote one in 2023 built around keynotes, then an in-person one in 2025 built around workshops.

UX Days programme

Alongside this, I have been running the Ubisoft France UX community since 2021, with meetings every two months between designers from different studios. This network makes it easier to share methods, exchange lessons learned and adopt cross-cutting practices such as the Game UX Library.

Skills
Community building, facilitation, knowledge sharing.
UX Days France
2023 remote; 2025 in person.
Ubisoft France UX community
Running the France UX community since 2021.

Background

I started out designing websites and digital platforms before moving into AAA games. The contexts have changed, but the fundamentals have stayed the same: understanding how people use products, making complex systems easy to navigate, building accessibility in from the start, and aligning teams around a coherent experience.

Since May 2025

Lead UX/UI Designer

Ubisoft · The Division Resurgence

Leading UX and UI for a AAA game across mobile and PC, within a production team of 100+ people, with a five-person UX/UI team.

May 2024 – March 2025

Design Ops

Ubisoft · Cross-studio project

Co-designing a UX reference shared across Ubisoft productions: documentation, Figma library, patterns and components.

January 2021 – April 2024

Lead UX Designer & Product Owner

Ubisoft · Just Dance

Recruiting and managing a team of up to six UX Designers, while also acting as Product Owner on an annual release with a fixed schedule.

May 2017 – December 2020

UX Designer, then Lead UX

Ubisoft · Ghost Recon Breakpoint

Complex console interfaces, controller navigation, progression systems, prototyping and accessibility.

February 2016 – May 2017

UX Designer

Ubisoft · Ghost Recon Wildlands

First experience in AAA games: design, mapping and prototyping in a co-op open-world game.

2008 – January 2016

Web Designer, then Senior UX/UI Designer

Freelance, Mosaïc, then IDG group — IT News Info

Eight years of digital design in B2B environments: websites, platforms and digital experiences for Microsoft, Dell, BNP Paribas, SAP, Intel and IBM. A period that strengthened my UI craft and collaboration with development teams.

Skills & tools

My core expertise spans UX strategy, interaction design, design systems, user research, accessibility, UI design, prototyping and management. The tools below are some of those I use, or have used, to put that expertise into practice.

  • FigmaFigma
  • UnityUnity
  • UnrealUnreal
  • AxureAxure
  • PhotoshopPhotoshop
  • IllustratorIllustrator
  • Optimal WorkshopOptimal Workshop
  • MiroMiro
  • ConfluenceConfluence
  • JiraJira
  • PowerPointPowerPoint
  • ExcelExcel