Short Bio
Since my young age in the late 80's I've always been creative by drawing things, programming games on my TI-82 calculator or writing music on my guitar. But I started to study physics during 5 years in college, until I understand that it was not enough creative for me. So I passed a 2 years Multimedia Creative Director degree at the Supinfocom school, before studiing Game Design during 1 year at ENJMIN. After that I started to work at Monte Cristo Games during 1 year, mainly on the City Life game. Then I arrived at Ubisoft Paris to do some Level Design on Red Steel. Since then I continue to improve my skills on several projects.

  • Mail: cedric.barthez (at) gmail.com

  • Skills
  • Rational knowledge: difficulty, rythm, ingredients distribution on game's timeline, ...
  • Level workflow: enable to define the validation and production steps throughout the game's production.
  • Creative, versatile and technical: ability to solve design or/and technical problems, to find solutions that works in the game.
  • Design by focusing on the feedback and everything that will make the player understand the game.
  • Team management: organize and motivate people to work towards a common goal.

  • Experience
    AAA Game | Senior Level Designer
    Ubisoft Montpellier, France • Oct 2011 - Present

    Tintin and the Secret of the Unicorn (Wii, PS3, X360) | Senior Level Designer
    Ubisoft Montpellier, France • Jan 2010 - Sept 2011
  • Main Designer of the coop mode (30+ maps / 6+ hours of gameplay)
  • Responsible of the game elements distribution, learning, difficulty & flow curve
  • Level Design on 10 coop maps

  • Red Steel 2 (Wii) | Senior Level Designer
    Ubisoft Paris, France • Nov 2006 - Nov 2007 & Dec 2008 - Dec 2009
  • 2007 (Red Steel 2.1): designed and produced the First Playable Publishable, and brought the fourth game's levels to alpha.
  • 2009 (Red Steel 2.2): helped in the macro & micro game's level design, defined the processes and guidelines to prduce the levels.
  • Designed the first of the two big hub levels of the game: defined the quests, the storytelling, the mood, the gameplay ingredient distribution, rythm, difficulty.

  • Level Designer trainer
    Ubisoft Paris, France • Sept 2008 - Dec 2008
  • In a level design training framework, I've written and lead two one-day trainings: the first one about the macro & micro navigation in level design and the second one about the creative processes to create a level.

  • Rayman Raving Rabbids TV Party (Wii) | Lead Content Level Designer
    Ubisoft Paris, France • Dec 2007 - Sept 2008
  • Followed-up the creation of 19 minigames (the one called "Level Design minigames").
  • Helped on the game design of these minigames.
  • Designed and produced the Beestie Boarding and the Mega Balls minigames (four levels of each).
  • Tuned difficulty, accessibility, feedbacks and controls on the wiimote and Wii Balance Board.

  • Red Steel (Wii) | Level Designer
    Ubisoft Paris, France • Mar 2006 - Oct 2006
  • Designed and produced one entire level and helped on finishing antoher level.

  • Kazook / Xtreme Party (PSP) | Game Designer & Level Designer
    Monte Cristo Paris, France • Jan 2006 - Feb 2006
  • Designed and scripted (in LUA) three minigames: tuned feedbacks, huds, difficulty, controls, npcs's ai.
  • Helped on design and tuning of several other minigames.

  • City Life (PC) | Game Designer & Level Designer
    Monte Cristo Paris, France • Jun 2005 - Dec 2005
  • Designed hud ingame feedbacks and game interface.
  • Designed ten levels. Followed-up the other levels.
  • Tuned the rythm and difficulty: setting of all the game's variables (building costs, npc's behaviors, ...)

  • Education & Student Projects
    Master’s Certificate in Video Game, Game Design Specialization
    ENJMIN, France • Jan 2004 - Dec 2004
  • Kitchen Frenzy was shown in 2004 to the Ubisoft top management on invitation of them.

  • Multimedia Creative Director degree
    Supinfocom, France • Oct 2001 - Jun 2003
  • Kael ou la Maison des r๊ves has win an the Best Game Award at the Flash Festival in Paris in 2003.

  • Physic degree
    Toulouse III University, France • Oct 1996 - Jun 2001

    Software Knowledge
  • Engine/Game editor : Ubi Art Framework, Jade & LyN (in-house Ubisoft engine), Virtools, Unreal Ed, FarCry Sandbox, Blitz.
  • Languages : C#, Lua, PHP, Mysql, Javascript, Actionscript (Flash).
  • Softwares : Garage Band, Sony Vegas, 3D Studio Max, Photoshop, Flash, Premiere, Office (Word, Powerpoint, ...).