- Mail: cedric.barthez (at) gmail.com
- Web: http://www.cedricbarthez.fr
- Phone: +33 (0)6 98 16 73 49
- Birth's year: 1978
Competences
- 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.
- A way to 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.
Professional game experiences
Tintin | Senior Level Designer
Ubisoft Montpellier, since 2010
- I work on the Tintin video game adapted from the Spielberg/Jackson movie. More info to come in 2010.
Red Steel 2 | Senior Level Designer
Ubisoft Paris, 2007 - 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, 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 | Lead Content Level Designer
Ubisoft Paris, 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 | Level Designer
Ubisoft Paris, 2006
- Designed and produced one entire level and helped on finishing antoher level.
Kazook / Xtreme Party (PSP) | Game Designer & Level Designer
Monte Cristo Paris, 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, 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, ...)
Studies & student projects
Master’s Certificate in Video Game, Game Design Specialization
ENJMIN, 2004
- Kitchen Frenzy was shown in 2004 to the Ubisoft top management on invitation of them.
Multimedia Creative Director degree
Supinfocom, 2003
- Kael ou la Maison des rêves has win an the Best Game Award at the Flash Festival in Paris in 2003.
Physic degree
Université Toulouse III, 2001
Skills
- Engine/Editor : Jade & LyN (in-house Ubisoft engine), Virtools, Unreal Ed, FarCry Sandbox, Blitz.
- Languages : Lua, PHP, Mysql, Javascript, Actionscript (Flash).
- Softwares : 3D Studio Max, Photoshop, Flash, Premiere, Office (Word, Powerpoint, ...).