Benoit Busque
Senior Game Designer at Cloudhead Games- Claim this Profile
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Topline Score
Bio
Ed Lago
Benoit is a stellar game designer, I had the chance to work with him in a high profile AR project for more than a year and his design skills made a lot of difference for the overall quality of the game. His communication skills are incredible, he’s always chasing the right people from the different departments to make sure everyone is in the same page, he’s always making the right questions when working in features and he’s someone who works with the team to create the best environment for everyone to succeed. He has a lot of potential to be in a leadership position and he’s definitely someone that I would like to work again.
Blair Thorburn
Benoit made significant contributions to several projects at Roadhouse, and was an asset to the teams he was a part of. An astute designer with a strong grasp of design theory, 3D level design and scripting, he is able to approach problems with a broad and deep understanding of the best approaches and how to implement them. Benoit is passionate about design, and has the chops to back it up.
Ed Lago
Benoit is a stellar game designer, I had the chance to work with him in a high profile AR project for more than a year and his design skills made a lot of difference for the overall quality of the game. His communication skills are incredible, he’s always chasing the right people from the different departments to make sure everyone is in the same page, he’s always making the right questions when working in features and he’s someone who works with the team to create the best environment for everyone to succeed. He has a lot of potential to be in a leadership position and he’s definitely someone that I would like to work again.
Blair Thorburn
Benoit made significant contributions to several projects at Roadhouse, and was an asset to the teams he was a part of. An astute designer with a strong grasp of design theory, 3D level design and scripting, he is able to approach problems with a broad and deep understanding of the best approaches and how to implement them. Benoit is passionate about design, and has the chops to back it up.
Ed Lago
Benoit is a stellar game designer, I had the chance to work with him in a high profile AR project for more than a year and his design skills made a lot of difference for the overall quality of the game. His communication skills are incredible, he’s always chasing the right people from the different departments to make sure everyone is in the same page, he’s always making the right questions when working in features and he’s someone who works with the team to create the best environment for everyone to succeed. He has a lot of potential to be in a leadership position and he’s definitely someone that I would like to work again.
Blair Thorburn
Benoit made significant contributions to several projects at Roadhouse, and was an asset to the teams he was a part of. An astute designer with a strong grasp of design theory, 3D level design and scripting, he is able to approach problems with a broad and deep understanding of the best approaches and how to implement them. Benoit is passionate about design, and has the chops to back it up.
Ed Lago
Benoit is a stellar game designer, I had the chance to work with him in a high profile AR project for more than a year and his design skills made a lot of difference for the overall quality of the game. His communication skills are incredible, he’s always chasing the right people from the different departments to make sure everyone is in the same page, he’s always making the right questions when working in features and he’s someone who works with the team to create the best environment for everyone to succeed. He has a lot of potential to be in a leadership position and he’s definitely someone that I would like to work again.
Blair Thorburn
Benoit made significant contributions to several projects at Roadhouse, and was an asset to the teams he was a part of. An astute designer with a strong grasp of design theory, 3D level design and scripting, he is able to approach problems with a broad and deep understanding of the best approaches and how to implement them. Benoit is passionate about design, and has the chops to back it up.
Experience
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Cloudhead Games
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Canada
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Computer Games
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1 - 100 Employee
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Senior Game Designer
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Mar 2022 - Present
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Relic Entertainment
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Canada
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Computer Games
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100 - 200 Employee
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Mission Designer
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Sep 2019 - Mar 2022
- Developing Company of Heroes 3 - Building mission content in the Relic proprietary tool, Essence Editor (EE). - Collaborated with tools engineers for workflow updates to EE to simplify mission content for team and reduce onboarding time for new team members - Responsible for several missions across our open map concept campaign - Developing Company of Heroes 3 - Building mission content in the Relic proprietary tool, Essence Editor (EE). - Collaborated with tools engineers for workflow updates to EE to simplify mission content for team and reduce onboarding time for new team members - Responsible for several missions across our open map concept campaign
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Archiact
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Canada
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Computer Games
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1 - 100 Employee
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Game Designer
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Feb 2018 - Aug 2019
- Shipped the Marvel AR project "Marvel Dimension of Heroes" - Developed with considerations to the emergent Lenovo Mirage AR headset - Developed the project in Unity with the Behaviour Tree extension - Versioned using Git and SourceTree - Helped guide other designers by establishing structure and logic standards and documentation for level design, tutorials, combat and challenge mechanics - Owned the instructional and narrative design for the project - Prototyped user inputs for character mechanics, focusing on making interaction models feel representative of the legacy IP, while still diverse and engaging. - Acted as a key stakeholder across disciplines. Show less
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BioWare
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Canada
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Computer Games
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200 - 300 Employee
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Associate Game Designer
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Oct 2016 - Sep 2017
-Shipped Mass Effect: Andromeda -Supported Multiplayer mode by running playtests and making iterative changes based on user testing and feedback. -Authored period release live ops content including dynamic mission modifiers, a long term progression tree for weapons, and preparing new characters for live release. -Tuning and balance work for our post launch "Platinum" difficulty, which featured mixing of enemy factions for a more ruthless experience -Participated in audience engagement streams hosted by Bioware, which demoed upcoming LiveOps content, new missions, and character abilities. -Level Designer for “Deeper into the Ruins”, a unique take on our standard multiplayer mechanics with a focus on a guided multiplayer experience. -Acted as the primary point of contact between the Montreal and Texas teams, coordinating work between Game Design, Art and Engineering. Show less
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Vancouver Film School
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Canada
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Higher Education
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300 - 400 Employee
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Instructor
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Jun 2016 - Aug 2016
Instructor of the Level Design program, using Unreal 4 to help students get to speed with level design processes and best practices through practical experience. Instructor of the Level Design program, using Unreal 4 to help students get to speed with level design processes and best practices through practical experience.
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Game Designer
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Sep 2014 - Feb 2016
- Level Designer for Roadhouse's Warhammer 40k: Carnage - Preparation for the "Carnage: Champions" re-release included establishing new designs for scoring across the game, bringing in gameplay and design metrics for game actions like attacking, jumping, and camera movements that were previously not in place. This required going through each of the games existing 100+ levels and modifying them to adhere to these new designs. - Designed several levels for the newly released Sister of Battle - Gameplay Design for unannounced projects Show less
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Smoking Gun Interactive Inc.
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Canada
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Computer Games
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1 - 100 Employee
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Game Designer
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Jun 2013 - Aug 2014
-Game Designer position on two projects, collaborating with a small development team utilizing an in-house toolset. -a Level Designer for Doodle Jump's two Gameboy SKUs (Journey and Adventures, for the DS and 3DS respectively), Published by Game Mill. -Following, a Gameplay Designer for the Windows 8 and mobile F2P game, Age of Empires: Castle Siege. -Game Designer position on two projects, collaborating with a small development team utilizing an in-house toolset. -a Level Designer for Doodle Jump's two Gameboy SKUs (Journey and Adventures, for the DS and 3DS respectively), Published by Game Mill. -Following, a Gameplay Designer for the Windows 8 and mobile F2P game, Age of Empires: Castle Siege.
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Slant Six Games
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Canada
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Computer Games
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1 - 100 Employee
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Game Scripter
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Oct 2012 - May 2013
-Working with a mobile version of Slant Six's in-house toolset, Hexane -Handled design tasks from Core Design, to Scripting and Level Design -Mentored in-studio resources for further design support -Working with a mobile version of Slant Six's in-house toolset, Hexane -Handled design tasks from Core Design, to Scripting and Level Design -Mentored in-studio resources for further design support
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Slant Six Games
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Canada
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Computer Games
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1 - 100 Employee
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Game Designer
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Oct 2010 - Apr 2012
- Shipped Resident Evil: Operation Raccoon City - Working with Art, Engineering, Production and QA teams to write scripts handling gameplay systems including but not limited to: -AI Behaviour -Non-core gameplay elements -Non Interactive sequences - Shipped Resident Evil: Operation Raccoon City - Working with Art, Engineering, Production and QA teams to write scripts handling gameplay systems including but not limited to: -AI Behaviour -Non-core gameplay elements -Non Interactive sequences
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The Art Institutes
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United States
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Higher Education
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700 & Above Employee
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Student
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Oct 2008 - Jun 2010
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Education
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Art Institute of Vancouver
diploma, Game Art and Design