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Software Engineering Manager - Platforms and Interactives
I'm a seasoned engineering leader with 25+ years building games across every scale and platform—from DS portable titles to AAA open worlds like Assassin's Creed to live competitive games like Rainbow Six Siege. My career has been deeply technical (AI programming, DevOps infrastructure, automated testing frameworks), but what energizes me most is the human side: coaching developers and managers, moderating discussions between disciplines that don't naturally speak the same language, and creating the processes and culture that make multidisciplinary teams thrive. As a manager, I invest heavily in mentorship, feedback, and building the kind of trust that creates genuine engagement and loyalty. I'm equally comfortable discussing algorithms and facilitating conversations between artists, designers, and engineers—and I've learned that the ability to translate between worlds is often what unblocks teams. I'm also somewhat of a Jira power user who genuinely enjoys the craft of process design—not bureaucracy for its own sake, but systems that clarify rather than constrain. I thrive in environments where every contribution matters, where multidisciplinary work isn't just a buzzword, and where helping people do their best work is the actual job.
Polytechnique Montréal
Bachelor of Software Engineering
January 1, 1994 – January 1, 1998
Collège Jean-de-Brébeuf
Diplôme d'Études Collégiales
January 1, 1992 – January 1, 1994
TAIT
Software Engineering Manager - Platforms and Interactives
March 1, 2026 – Present
Montreal, QC
Career Break
Gap year
February 1, 2025 – March 1, 2026
Unity
Senior Manager, Software Development, Quality
February 1, 2023 – February 1, 2025
Montreal, Quebec, Canada
Unity
Manager, Software Development, Quality
May 1, 2021 – February 1, 2023
Montreal, Quebec, Canada
Ubisoft Montréal
Team Lead - Processes and Automation (Rainbow Six Siege)
January 1, 2016 – May 1, 2021
Montreal, Quebec, Canada
Ubisoft Montréal
Team Lead - Artificial Intelligence (Rainbow Six Siege)
October 1, 2012 – January 1, 2016
Montreal, Quebec, Canada
Ubisoft Montréal
Programmer - Artificial Intelligence (Assassin's Creed 3)
November 1, 2010 – September 1, 2012
Montreal, Quebec, Canada
Ubisoft Montréal
Programmer - Artificial Intelligence (Assassin's Creed Brotherhood)
November 1, 2009 – November 1, 2010
Montreal, Quebec, Canada
Ubisoft Montréal
Programmer - Artificial Intelligence (Assassin's Creed 2)
April 1, 2009 – November 1, 2009
Montreal, Quebec, Canada
Ubisoft Montréal
Programmer and Lead Programmer - portable games
January 1, 2007 – March 1, 2009
Montreal, Quebec, Canada
Ubisoft Montréal
Lead Programmer - Tools (Technology Group)
January 1, 2002 – January 1, 2007
Montreal, Quebec, Canada
Ubisoft Montréal
Programmer - 3D Tools and Editors
January 1, 1999 – January 1, 2002
Montreal, Quebec, Canada
Cultural Fit Analysis
The candidate's extensive experience in the gaming industry, while demonstrating strong technical and leadership capabilities, may require an adjustment to a different industry's specific backend engineering challenges and paradigms. The focus on game-specific AI, pathfinding, and tools development might not directly align with typical enterprise backend engineering cultural expectations without further validation. The career break and recent role as Software Engineering Manager - Platforms and Interactives at TAIT suggest a potential shift towards broader platform engineering, which could improve cultural fit for a general Backend Engineer role.
Soft Skills & Operational Fit
The candidate demonstrates strong leadership, team management, and cross-functional collaboration skills, evidenced by roles managing diverse teams and championing cross-departmental knowledge sharing. Experience in standardizing development practices and balancing feature delivery with technical debt indicates a pragmatic and operationally aware approach. The long tenure at Ubisoft and Unity suggests loyalty and adaptability within large organizations.