AAA narrative director, storytelling leader, and writer. Expert in shaping original worlds, characters, and story-driven content for new IPs and globally recognized franchises.
Story is a system before it's an experience. I conceptualize the architecture underneath, and create the characters, worlds, dialogues, cinematics, et al, so the moments on screen come alive.
Over thirty years shaping original worlds, characters, and story-driven content for globally recognized franchises. Track record leading narrative departments as final creative authority — greenlighting story pitches, mentoring writing teams, and building narrative pipelines from the ground up. Deep experience across open-world RPG, action-adventure, and systemic narrative design, with a passion for expansive, world-built storytelling and cross-disciplinary collaboration with design, art, audio, and engineering.
Creative lead for Last Sentinel, an AGI-themed open-world action-adventure — leading worldbuilding, faction design, and all systemic and mission-based narrative content from concept to Beta. Built the game's VO design system and database from the ground up, and lead and mentor a team of writers and designers, reviewing story pitches, developing the World Bible, and directing VO recording sessions end-to-end.
Beyond Good & Evil 2 — creative lead for narrative design and story
content on this character-driven open-world Space Opera RPG.
South Park: The Fractured But Whole — worked directly with the South Park
creators as final creative authority on all story-driven mission and world content; wrote and
directed 60+ story-driven missions and originated the game's superhero world and characters.
Assassin's Creed Syndicate — led a team of designers on 65 story-driven missions
built around Victorian figures including Dickens, Marx, Darwin, and Queen Victoria; created the
PS4-exclusive "Dreadful Mysteries" arc and wrote the Jack the Ripper DLC.
Tom Clancy's The Division (Consulting Narrative Director) — led worldbuilding,
characters, and missions across 100+ hours of play; created "ECHO," a signature narrative
delivery system, and directed the narrative team at Ubisoft Massive.
Original characters and story for Valiant Hearts: The Great War (2015 Annie, VGA, BAFTA, PING awards); created setting, story, and the "Permadeath" mechanic for ZombiU; lead writing and VO direction across Rayman Origins HD, From Dust, Tintin: The Adventures of the Unicorn, Ghost Recon Future Soldier, Rabbids Go Home, Beowulf the Game, Red Steel 2, and Rayman Raving Rabbids TV Party — directing talent including Anthony Hopkins, Ray Winstone, and Brendan Gleeson.
Originated the storyline, world, dialogue, and IP for "Atys, Planet Tree" on The Saga of Ryzom, a sci-fi/fantasy MMORPG — developed an illustrated encyclopedia and bestiary. Winner, 2005 MMORPG.com Reader's Choice Award for Best Story.
Credits include Arthur's Knights I & II, FOG (an episodic collaborative murder-mystery), and POGO, a learning platform for the European Commission.
Manager of Special Projects & Editor-in-Chief, The Walt Disney Company (Disneyland Paris); Senior Account Director, Herald Communications / J. Walter Thompson; Account Director, Ruder Finn PR; Editorial Manager, Airbus (employee magazine, circulation 55,000, 4 languages).
"Everyone preserves the past. No one reactivates it."
A spreading-activation associative memory architecture — the Mnémothèque Engine — built on principles from the classical ars memorativa tradition, from a 1991 original concept through to a patent-pending system. Where most memory systems store, the Mnemotheque engine activates: surfacing connections the way human associative memory actually works.
Final creative authority on story; mentoring writing teams and building narrative departments.
Originating worlds, factions, and canon that hold together at franchise scale.
Mission and quest design, branching and systemic dialogue at scale.
Building narrative pipelines and content systems from the ground up.
End-to-end voice direction, from casting sides through in-session performance.
Native fluency across French and English markets and collaborators.
Open to Narrative Director, Lead Writer, and Principal Narrative Design roles — and always glad to talk story systems, memory architecture, or worldbuilding.