Guillaume Provost

Founder, Studio Head at Compulsion
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Location
CA
Languages
  • English Native or bilingual proficiency
  • French Native or bilingual proficiency

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Weili Huang

I have the privilege and alot of fun to work with Guillaume and the Team at Compulsion Games, working on a masterpiece like Contrast. Time and time again Guillaume demonstrated his experience, knowledge and clear communication style quickly which allow us to produce our best assets for the project. Guillaume has the rare combination of not only being able to guide the creative direction of a project, but also to work within technical and development constraints in a AAA title. He’s a natural leader that has a lasting impact on his team. Hopefully in the near future, I can work with him and the team at Compulsion Games again. There are many in the game industry who tell tall tales that they have the same brilliant game idea of the shadow mechanic in Contrast, But it is Guillaume, leading his fellowship of Developers at Compulsion Games who make it real.

Alex Epstein

Guillaume Provost is one of the best creative bosses I've ever worked with. When Guillaume brought me on board the Contrast team, I knew right away that he had created something special. Not just the game, which had a fresh and unique concept and spectacular graphics. But as importantly, a small team of really great people. They had a smooth and coherent process for getting things done. Guillaume comes from AAA games, and it shows. While maintaining his vision, he gives everyone the respect they need to be great at what they do. I would work for him again like a shot.

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Experience

    • United Kingdom
    • Media Production
    • Founder, Studio Head
      • May 2009 - Present

      I decided to brave the economic crisis and founded Compulsion Games in 2009, leveraging my expertise and relations to build an independent studio in the vibrant city of Montreal. The studio became a part of Xbox Game Studios in 2018. Our team is growing steadily with more independent-minded, creative individuals who strive for excellence and ownership. Find us at www.compulsiongames.com! I decided to brave the economic crisis and founded Compulsion Games in 2009, leveraging my expertise and relations to build an independent studio in the vibrant city of Montreal. The studio became a part of Xbox Game Studios in 2018. Our team is growing steadily with more independent-minded, creative individuals who strive for excellence and ownership. Find us at www.compulsiongames.com!

    • Fund Advisor
      • Sep 2017 - Jul 2018

      I served as an advisor for Kowloon Nights, a global content fund for PC & Console games in which I helped source and curate games we would fund. I stepped down from the fund after Microsoft announced the acquisition of Compulsion. I served as an advisor for Kowloon Nights, a global content fund for PC & Console games in which I helped source and curate games we would fund. I stepped down from the fund after Microsoft announced the acquisition of Compulsion.

    • Owner
      • Feb 2008 - May 2009

      I provided a wide range of consulting services for my clients, from helping with pitches, creating financial and operational plans for launching a new studio, performing product evaluation and due diligences, technical & production mentorship and business development. With an extensive experience working with Japanese, Chinese, European and North American partners, I also became comprehensive and responsive to cultural and international differences. I provided a wide range of consulting services for my clients, from helping with pitches, creating financial and operational plans for launching a new studio, performing product evaluation and due diligences, technical & production mentorship and business development. With an extensive experience working with Japanese, Chinese, European and North American partners, I also became comprehensive and responsive to cultural and international differences.

    • Executive Producer
      • Jul 2007 - Mar 2008

      Managed most external relations Managed 40 Staff (multiple projects) Pitch The Crossing to European Publishers Introduce Strike Teams and Agile methods Mentorship on all Technical staff Managed most external relations Managed 40 Staff (multiple projects) Pitch The Crossing to European Publishers Introduce Strike Teams and Agile methods Mentorship on all Technical staff

    • Sr. Producer
      • Mar 2004 - Jun 2007

      Shipped Full Auto 2 on the PS3 Hardware LaunchShipped Full Auto on the X360 Hardware LaunchManaged 65 staff over multiple projects.Introduced agile methodologies.Manage and arbitrate publisher relations

    • Graphics, Lead Programmer
      • Jun 2000 - Mar 2004

      Lead Programmer:X360 & XNA Tech Demos: Crash (GDC' 04), Crash 2 (E3' 04) Pariah XBOX, Pariah PC (Additional Programming)Game Developer Article June & July 2003Graphics Programmer:Cel Damage XBox/GameCubeCel Damage Overdrive PS2

    • Senior Programmer (C++), Project Lead
      • Jul 1998 - Jul 2000

      I wrote generalized framework code that allowed different dynamic object systems to talk to each other (ie; Java Beans talking to Corba or DCOM). I wrote an IDL compiler and created run-time interpreters between the various systems. I also supervised a small (3) team of developers on one of the adapters. I wrote generalized framework code that allowed different dynamic object systems to talk to each other (ie; Java Beans talking to Corba or DCOM). I wrote an IDL compiler and created run-time interpreters between the various systems. I also supervised a small (3) team of developers on one of the adapters.

    • Argentina
    • Mining
    • 1 - 100 Employee
    • Director of Technology (Partner)
      • Jul 1996 - May 1997

      My first experiment with video-game development. I joined a startup in Lac-St-Jean to help build a game studio. I learned a lot and I ate a lot of spaghetti. My first experiment with video-game development. I joined a startup in Lac-St-Jean to help build a game studio. I learned a lot and I ate a lot of spaghetti.

    • Spain
    • Telecommunications
    • 1 - 100 Employee
    • BIOS Programmer (ASM/68360, 6502, 80x86)
      • Aug 1994 - Jul 1996

      I wrote kernel level code for prototype machines. I wrote kernel level code for prototype machines.

Education

  • Stanislas
    DEC (not completed), Pure Science
    1992 - 1994

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