Renaud Charpentier
Game Director at Tower Five- Claim this Profile
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English Full professional proficiency
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French Native or bilingual proficiency
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German Elementary proficiency
Topline Score
Bio
Xu Xiaojun
Renaud is a master of game design, a leader and a great mentor, who clearly understands the intricacy of balancing the many meaningful player choices. Renaud has a clear vision of the game he wants to create while genuinely listens to the team and adapts his design. He also has a deep understanding of the technical aspects of game production, and is always providing constructive advice to designers as well as programmers. I have learned a huge amount from Renaud, and it is most fortunate in my career to be able to work with such a rare talent.
Xu Xiaojun
Renaud is a master of game design, a leader and a great mentor, who clearly understands the intricacy of balancing the many meaningful player choices. Renaud has a clear vision of the game he wants to create while genuinely listens to the team and adapts his design. He also has a deep understanding of the technical aspects of game production, and is always providing constructive advice to designers as well as programmers. I have learned a huge amount from Renaud, and it is most fortunate in my career to be able to work with such a rare talent.
Xu Xiaojun
Renaud is a master of game design, a leader and a great mentor, who clearly understands the intricacy of balancing the many meaningful player choices. Renaud has a clear vision of the game he wants to create while genuinely listens to the team and adapts his design. He also has a deep understanding of the technical aspects of game production, and is always providing constructive advice to designers as well as programmers. I have learned a huge amount from Renaud, and it is most fortunate in my career to be able to work with such a rare talent.
Xu Xiaojun
Renaud is a master of game design, a leader and a great mentor, who clearly understands the intricacy of balancing the many meaningful player choices. Renaud has a clear vision of the game he wants to create while genuinely listens to the team and adapts his design. He also has a deep understanding of the technical aspects of game production, and is always providing constructive advice to designers as well as programmers. I have learned a huge amount from Renaud, and it is most fortunate in my career to be able to work with such a rare talent.
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Experience
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Tower Five
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France
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Computer Games
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1 - 100 Employee
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Game Director
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Sep 2017 - Present
Co-founded Tower Five Led the creative work on our first game: Lornsword Winter Chronicle. https://www.lornsword.com/ Directed the remake of XIII, now crafting Empire of the Ants. Co-founded Tower Five Led the creative work on our first game: Lornsword Winter Chronicle. https://www.lornsword.com/ Directed the remake of XIII, now crafting Empire of the Ants.
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Creative Assembly
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United Kingdom
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Computer Games
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700 & Above Employee
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Game Director
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Sep 2012 - Aug 2017
Extended and led CA Digital team to create Total War Battles: Kingdom. Designed the game its server structure, created the economic and battle systems, the AI and the progression structure.http://www.totalwar.com/kingdom
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Lead Designer
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Jul 2010 - Sep 2012
Built up and led CA Digital team to create Total War Battles: Shogun. Designed the game, wrote the script, created and balanced the game system and artificial intelligence.http://www.metacritic.com/game/ios/total-war-battles
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Insight Games
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United States
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Computer Games
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1 - 100 Employee
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Game Director
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Sep 2004 - Apr 2010
Served as both the CEO and game director. With 2 associates, we produced and marketed Corunea RCG. We also developed, published and ran the online game: Corunea BATTLES. https://boardgamegeek.com/boardgame/31336/corunea Served as both the CEO and game director. With 2 associates, we produced and marketed Corunea RCG. We also developed, published and ran the online game: Corunea BATTLES. https://boardgamegeek.com/boardgame/31336/corunea
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Ubisoft
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France
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Computer Games
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700 & Above Employee
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Game Designer
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Dec 1999 - Jul 2004
Contributed as a game designer on Rayman, Largo Winch and Splinter Cell. Also created the system design and playable demo for a survival horror prototype. Contributed as a game designer on Rayman, Largo Winch and Splinter Cell. Also created the system design and playable demo for a survival horror prototype.
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Project Daisho
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1 - 100 Employee
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Lead Designer
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Sep 1998 - Jul 1999
Indy project and team, produced a playable demo for PC. Game was a top down med-Japan RPG, drawing influences from such as Baldur's Gate and the early Fallout. Indy project and team, produced a playable demo for PC. Game was a top down med-Japan RPG, drawing influences from such as Baldur's Gate and the early Fallout.
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