Mounir Radi

Game Director - Prince of Persia : The Lost Crown at UBISOFT Montpellier
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Contact Information
us****@****om
(386) 825-5501
Location
Montpellier, Occitanie, France, FR

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5.0

/5.0
/ Based on 2 ratings
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Frederic Houde

I’m not used to write feedback on people I worked with and it’s a good thing for me as after 26+ years in the videogame industry it should have saved me few day on a computer. But Mounir deserve some of my precious time... I worked with him since Rabbids Go HOME and never stop until now... Mounir is the kind of designer you never think it could exist in real life, only in your dreams ! He can work as a macro system designer, could conceptualize and tweak behaviors or even create temporary data (anim, bitmap, fx) so that the team could implement rough features very fast without disturbing others. Mounir has a wide culture of videogame that feeds it’s reflection to propose new innovative concept or solution. Of course he also know the basic (and all the important details) that should come with a feature. From day to day It’s sooooo cool to work with him, I’ll cry every day of my life if I could not work with him any longer. Mounir is very efficient but at first it’s a very cool guy that has a very good contact with other, he involves people at every step of a feature, from brainstorm, conception to production that lead in people deeply involved with a solid feeling of team work. He's very curious, learn very fast and loves challenge. He know how to communicate & motivate people. I’ll stop here otherwise you could think I’m in love with him but If you want your company to levelUP, don’t think more, GET THAT GUY !

Abdelhak Elguess

Mounir is a very talented designer, he is a strong leader and people listen carefully to him because he always see things you do not see. He is someone that make people around him improve. He has no ego and work for the best, his priority is the player !!! Read stephane signorini recommendation, it is a perfect description of Mounir :)

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Experience

    • France
    • Computer Games
    • 200 - 300 Employee
    • Game Director - Prince of Persia : The Lost Crown
      • Jun 2020 - Present

    • Canada
    • Computer Games
    • 300 - 400 Employee
    • Senior Game Designer - Undisclosed Project
      • Jul 2018 - Jul 2020

    • France
    • Computer Games
    • 200 - 300 Employee
    • Senior Game Designer - Beyond Good & Evil 2
      • Apr 2015 - Jul 2018

      Senior Game Designer on Beyond Good & Evil 2 (AAA Action/Adventure) - Game Concept & Prototyping - Character Controls : Ground & Air Navigation (Jet Pack), Melee Combat, Aim & Shoot. - Airship 3D-Navigation Controls (Mothership & Dogfight models) - Game Systems. Voyager Engine, Ubisoft. Senior Game Designer on Beyond Good & Evil 2 (AAA Action/Adventure) - Game Concept & Prototyping - Character Controls : Ground & Air Navigation (Jet Pack), Melee Combat, Aim & Shoot. - Airship 3D-Navigation Controls (Mothership & Dogfight models) - Game Systems. Voyager Engine, Ubisoft.

    • France
    • Computer Games
    • 200 - 300 Employee
    • Senior Game Designer - Unreleased Project
      • Apr 2013 - Dec 2014

      Senior Game Designer on a 2D Fighting Game (Multiplayer, Arena-Based) :- Character Controls (3C's, 2D animation prototyping)- Character's Moveset Definition & Balancing- Weaponry / Gear Tuning & Balancing- UXUbiArt Framework, Ubisoft.

    • Senior Game Designer - Valiant Hearts : The Great War
      • Dec 2012 - Apr 2013

      Senior Game Designer on Valiant Hearts : The Great War (Action-Adventure) :- Game Concept & Prototyping- Character Controls (3C's) - Dog AI Sidekick Gameplay- Puzzle Mechanics - Game Structure & ProgressionUbiArt Framework, Ubisoft.

    • France
    • Computer Games
    • 200 - 300 Employee
    • Lead Game Designer - ZombiU
      • Feb 2011 - Oct 2012

      Lead Game Designer on ZombiU (FPS Survival Horror), Nintendo WII-U :- Game Concept and 3Cs (Navigation, Aim & Shoot, Melee Combat, Gamepad Features)- Game Systems Design & Tuning(Permadeath, Character's Progression, Weapon's Progression)- Firing Systems (Ballistic, Collisons, Shoot Helpers,...)- Weapons Design & Tuning - Team Management

    • Lead Game Designer - Michael Jackson : The Experience (Ps3)
      • Aug 2010 - Jan 2011

      Lead Game Designer on Michael Jackson : The Experience (PS3).- Wii version port for PS3 platform.- Responsible for designing, prototyping and implementing the specific content of the PS3 version : > Dance & Karaoke original game modes > Dedicated scoring system > Dedicated reward system > New music coverflow- UX.- Team Management.LyN Engine, Ubisoft.

    • Senior Game Designer (Support) - The Adventures of Tintin : The Game
      • Sep 2010 - Nov 2010

      The Adventures of Tintin : The Game for Wii : Game Design Support.I assisted the design team members exclusively on 3Cs :- Navigation abilities tuning- Combat system tuning - UX LyN Engine, Ubisoft.

    • Lead Game Designer (Montpellier Team) - Tom Clancy's Ghost Recon : Future Soldier
      • Jan 2010 - Oct 2010

      Lead Game Designer on Ghost Recon : Future Soldier (Montpellier Team)Ubisoft Montpellier worked with Paris studios for delivering 2 maps and specific game elements supporting procedural animations as key feature.I was responsible for :- Designing these 2 maps (layouts, setting and mission brief).- Big Dog behavior : designing & tuning Big Dog behavior (procedural animation based).- Collaborating with Paris design team on game mechanics conception.- Team management

    • Game Designer - Unreleased Project
      • Sep 2009 - May 2010

      Game Designer on AAA Action/RPG, Coop-based (unreleased)- Responsible for designing & prototyping third-person 3Cs (Navigation, Shoot, Class Abilities)- Fight Manager design & prototyping : AI FSM, detection rules, tokens distribution, positioning & relay, aggro system,...).- NPCs design and prototyping (both enemies & civilians).Yeti Engine, Ubisoft.

    • Game Designer - Rabbids Go Home
      • Mar 2007 - Aug 2009

      Game Designer on Rabbids Go Home Wii* , third-person Action/Adventure game :[*Video Game BAFTA 2010 awarded]- Game Concept definition- Core gameplay prototyping & tuning (3C's for navigation & combat)- Combat system : Fight Manager, AI FSM & detection rules, enemies design & tuning)- Activities and Mission Design guidelines (objectives design & scripting, level layouts patterns, best practices & guidance).- Player exposure design & implementation.Lyn Engine, Ubisoft. Show less

    • Game Designer - Rayman Raving Rabbids 2
      • Jan 2007 - Mar 2007

      Game Design Support on Rayman Raving Rabbids 2, Party Game :- Game Framework definition (World Structure, Game Modes, Progression, Shops...).- Mini-games design & prototyping.Lyn Engine, Ubisoft.

    • Level Designer - Tom Clancy's Ghost Recon Advanced Warfighter 2
      • Jul 2006 - Feb 2007

      Level Designer on Ghost Recon Advanced Warfighter 2.Responsible for designing, implementing and scripting the following maps :- "You'll be inserted solo" (Act 2 : Mission 5).- "On your own" (Act 2 : Mission 7).Yeti Engine, Ubisoft.

  • Orfane Games
    • Paris Area, France
    • Game Designer
      • Jun 2006 - Jul 2006

      Game Designer on a mobile game focused on community platform - Game framework (Macro structure, HUB distribution, Drop in/out rules,...) - Game mechanics focused on social gameplay (free objectives, communication tools, dates specs, ...) - Social events design (messages, gift, sponsorship,...) Game Designer on a mobile game focused on community platform - Game framework (Macro structure, HUB distribution, Drop in/out rules,...) - Game mechanics focused on social gameplay (free objectives, communication tools, dates specs, ...) - Social events design (messages, gift, sponsorship,...)

  • Fandango.games
    • Paris Area, France
    • Trainee Level Designer
      • Sep 2005 - Feb 2006

      Trainee Level Designer on Carnival, 2D Action/Platform game for PSP : - Level design in 3DS Max from simplified level geometry to polished environment. - Camera implementation and tuning. - Scripts implementation. Trainee Level Designer on Carnival, 2D Action/Platform game for PSP : - Level design in 3DS Max from simplified level geometry to polished environment. - Camera implementation and tuning. - Scripts implementation.

  • OPO
    • Lille Area, France
    • Trainee Game Designer
      • Jun 2004 - Oct 2004

      Trainee Game Designer on an Action/Adventure game for XBOX (Unannounced) I was responsible for : - Fight mechanics tuning : hitbox & body box implementation, weapons moveset balancing (damage, spec properties, animation system) weapons & gear data balancing. - Fight Manager design : combat maestro defining combat needs like AI positioning, attack tokens, gear management,... - Character progression system : XP reward loop & skill tree. Trainee Game Designer on an Action/Adventure game for XBOX (Unannounced) I was responsible for : - Fight mechanics tuning : hitbox & body box implementation, weapons moveset balancing (damage, spec properties, animation system) weapons & gear data balancing. - Fight Manager design : combat maestro defining combat needs like AI positioning, attack tokens, gear management,... - Character progression system : XP reward loop & skill tree.

Education

  • SUPINFOGAME
    4 years degree, Game design, Project Management
    2003 - 2005
  • IUT du Limousin, Human Ressources Speciality
    2 years degree, Project Management, Human Ressources
    2001 - 2003

Community

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