François Laperrière

Senior Game Designer at Avalanche Studios
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Contact Information
us****@****om
(386) 825-5501
Location
Stockholm County, Sweden, SE

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5.0

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Nicolas Briere

François is one of the best Game Designers I had the opportunity to work with. Fount of creativity, he is a mercenary in the discipline of Game Design but he is also able to draw, to model in 3D… in fact, he’s a multi-skilled artist. But more than having artistic abilities, François is a very technical designer. He inherited of the nickname of "Sexy Number" because of his abilities in mathematics and his logic mind. He specialised himself in the balancing of the Wendigo Studios’ games and made a fantastic job. Add to this the fact that François is a modest person, open-minded, sociable, and a bit crazy… and you will have a designer whose the presence won’t go unnoticed. The kind of people I love to work with, and I hope to work with him again very soon!

Mario Maltezos

Frank’s got more talent than he knows what to do with. He’s one of those super creative individuals who can illustrate, animate and design. He’s great for brainstorms, building levels to help explore ideas or drive the vision of a game and he also has strong game design sense. This is a rare must have item.

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Experience

    • Sweden
    • Computer Games
    • 400 - 500 Employee
    • Senior Game Designer
      • Mar 2020 - Present

      • theHunter: Call of the Wild • theHunter: Call of the Wild

    • United States
    • Computer Games
    • 400 - 500 Employee
    • Senior Level (World) Designer
      • Feb 2018 - Sep 2019

      • Borderlands 3 - Nekrotafeyo area Layout and Combat • Moxxi's Heist of the Handsome Jackpot (DLC) - Acid trip (side-mission) Layout • Borderlands 3 - Nekrotafeyo area Layout and Combat • Moxxi's Heist of the Handsome Jackpot (DLC) - Acid trip (side-mission) Layout

    • Canada
    • Computer Games
    • 1 - 100 Employee
    • Senior Game Designer
      • Jul 2017 - Sep 2017

      • Development of game concept: Rise of Madness (PC) - Overall game systems and mechanics • Development of game concept: Rise of Madness (PC) - Overall game systems and mechanics

    • Canada
    • Computer Games
    • 300 - 400 Employee
    • Senior Level (World) Designer
      • Nov 2014 - Jun 2017

      • Assassin's Creed Odyssey - Creation of various paper maps (mostly Arcadia) - Layout in parts of Elis, Phaistos, Gortyn, Knossos, Koressia and more - Military Camps Layout and Combat - Navigation (Parkour) set-ups across the world • Assassin's Creed Syndicate - Layout of Lambeth area - Gang Strongholds Layout and Combat - Navigation (Parkour) set-ups across the world • Assassin's Creed Odyssey - Creation of various paper maps (mostly Arcadia) - Layout in parts of Elis, Phaistos, Gortyn, Knossos, Koressia and more - Military Camps Layout and Combat - Navigation (Parkour) set-ups across the world • Assassin's Creed Syndicate - Layout of Lambeth area - Gang Strongholds Layout and Combat - Navigation (Parkour) set-ups across the world

    • Canada
    • Computer Games
    • 1 - 100 Employee
    • Senior Level/Game Designer
      • Dec 2011 - Nov 2014

      • Dexter: Adaptation of the TV series "Dexter" - Hidden objects game for PC/iPad/iPhone • Beetnuks: Creation of an original concept & prototype using Unity • Origins: Elder of Time: Creation of 36 hidden objects scenes using 3D Studio Max - PC • Creation of 10 brain games for the TV show: "Faites-moi confiance" using Unity • Gobber Ninja: Creation of 85 levels using Unity • Dexter: Adaptation of the TV series "Dexter" - Hidden objects game for PC/iPad/iPhone • Beetnuks: Creation of an original concept & prototype using Unity • Origins: Elder of Time: Creation of 36 hidden objects scenes using 3D Studio Max - PC • Creation of 10 brain games for the TV show: "Faites-moi confiance" using Unity • Gobber Ninja: Creation of 85 levels using Unity

    • Co-owner & Senior Level/Game Designer
      • Aug 2011 - Dec 2011

      • Gobber Ninja: Co-creation of a mobile game for iPad/iPhone/Android devices - Sold to BlooBuzz Studios in December 2011 • Gobber Ninja: Co-creation of a mobile game for iPad/iPhone/Android devices - Sold to BlooBuzz Studios in December 2011

    • Senior Level/Game Designer
      • Jun 2010 - Aug 2011

      PC/Mac & iPad/iPhone: • The TimeBuilders: Pyramid Rising 2: Creation of 15 levels • The TimeBuilders: Caveman's Prophecy: Game balancing and creation of 25 levels • The TimeBuilders: Pyramid Rising: Game balancing and creation of 30 levels Browser based: • Legends of the Deep: Creation of underwater landscapes and marine life using Unity PC/Mac & iPad/iPhone: • The TimeBuilders: Pyramid Rising 2: Creation of 15 levels • The TimeBuilders: Caveman's Prophecy: Game balancing and creation of 25 levels • The TimeBuilders: Pyramid Rising: Game balancing and creation of 30 levels Browser based: • Legends of the Deep: Creation of underwater landscapes and marine life using Unity

  • N/A
    • Québec
    • Level Designer
      • Mar 2009 - Jun 2010

      • Experimentation with Hammer & Unreal editors - Creation of various operational levels (Team Fortress 2 & Gears of War) • Experimentation with Hammer & Unreal editors - Creation of various operational levels (Team Fortress 2 & Gears of War)

    • Canada
    • Computer Games
    • 300 - 400 Employee
    • Game Designer
      • Feb 2009 - Mar 2009

      • Hired as a creativity booster - Brainstorming sessions and development of game concepts - Creation of mechanics for the Wii controllers - Sketching and 2D animation of various gameplays - Packaging and presentation of two (2) game concepts to heads of studio • Hired as a creativity booster - Brainstorming sessions and development of game concepts - Creation of mechanics for the Wii controllers - Sketching and 2D animation of various gameplays - Packaging and presentation of two (2) game concepts to heads of studio

    • Canada
    • Computer Games
    • 700 & Above Employee
    • Game Designer
      • Oct 2006 - Feb 2008

      Game designer on: Marvel/SEGA’s Iron Man: One Man Army (PS2) • Creation of various systems and mechanics - Control scheme - Navigation system and mechanics - Energy system - Weapon and melee attack mechanics - Contextual action mechanics - Boss fight mechanics Game designer on: Marvel/SEGA’s Iron Man: One Man Army (PS2) • Creation of various systems and mechanics - Control scheme - Navigation system and mechanics - Energy system - Weapon and melee attack mechanics - Contextual action mechanics - Boss fight mechanics

    • Level Designer, Game Designer, 2D Artist & Animator
      • May 2002 - Oct 2006

      • Co-creation of a ten (10) episodes TV cartoon series & nine (9) ITV flash games - Storyboard - Illustration and 2D animation of game characters & backgrounds - Scripting - Game/Level balancing • Co-creation of a ten (10) episodes TV cartoon series & nine (9) ITV flash games - Storyboard - Illustration and 2D animation of game characters & backgrounds - Scripting - Game/Level balancing

    • Canada
    • Computer Games
    • 700 & Above Employee
    • Level Designer, 3D/2D Artist & Animator
      • Sep 1997 - Feb 2002

      Level designer on: Tom Clancy's Rainbow Six 3: Raven Shield (PC) • Creation of two (2) levels - Level flow (paper maps) - Blockout with Unreal - Mesh creation - Prop/Enemy placement - Scripting - Level optimization - Lighting Level designer on: Disney’s Tarzan: Untamed (PS2) • Creation and modeling of a tree & river "lego block" system used by level designers and artists • Creation of three (3) levels - Level flow (paper maps) - Blockout with 3D Studio Max - Prop/Enemy placement - Camera implementation - Level optimization Level designer on: Disney’s Donald Duck: Goin’ Quackers (PS2) • Creation of three (3) levels - Level flow (paper map) - Blockout with 3D Studio Max - Prop/Enemy placement - Level optimization 3D/2D artist & animator on: Tonic Trouble (N64) / Rayman 2 (PC) / Playmobil: Alex Builds His Farm (PC) • Creation of various characters, textures, and animations Show less

Education

  • NAD Center, Montréal, Canada
    College Degree, Video Games
    1996 - 1997
  • Laval University, Québec, Canada
    Graphic Communication
    1994 - 1995
  • Ste-Foy College, Québec, Canada
    College Degree, Arts
    1992 - 1994

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