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.
My work brings together product design, design systems,
user research, accessibility and team management.
I currently work
on
The Division Resurgence.
Leading improvements to a AAA interface late in production: strengthening readability, consistency and clarity across mobile and PC.
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Designing a shared UX reference for diverse game productions and creating the conditions for its adoption. 17 projects used it and more than 500 people attended its internal presentation.
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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.
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.
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.
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.
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.
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.
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
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
Ubisoft · Cross-studio project
Co-designing a UX reference shared across Ubisoft productions: documentation, Figma library, patterns and components.
January 2021 – April 2024
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
Ubisoft · Ghost Recon Breakpoint
Complex console interfaces, controller navigation, progression systems, prototyping and accessibility.
February 2016 – May 2017
Ubisoft · Ghost Recon Wildlands
First experience in AAA games: design, mapping and prototyping in a co-op open-world game.
2008 – January 2016
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.
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.