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C.V. - Sebastien Samson
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Curriculum Vitae - Sebastien Samson

SEBASTIEN SAMSON | Toronto, Canada

sebsamson.com | ca.linkedin.com/in/sebsamson | contact@sebsamson.com

DIRECTOR, GAME PRODUCTION & DESIGN

• Production and studio leader with 17+ years across XR, mobile F2P, MMO, Console and UGC platform ecosystems

• Track record of shipping, scaling live services, owning roadmaps, and aligning cross-discipline teams on KPIs and outcomes on AA and AAA projects

• Strengths include live-ops and roadmap planning, KPI and economy optimization, org design and mentorship, publisher and partner management, and hands-on systems and UX

CORE SKILLS

Game design • Production leadership and delivery • Live-ops and roadmapping • Backlog and prioritization • Cross-discipline execution (Design, Art, Eng) • Economy and monetization • Player experience and retention • Org building, hiring and mentoring • Publisher and partner communications • VR and MR platforms • Analytics-informed decisions

SELECTED PRODUCTION HIGHLIGHTS

Fiction Pact Studio | Founder (2026 to present)

– Game direction & design, production, administration.

VR, PC, Unreal Engine

Kluge Interactive | Game Design Director (2023 to 2025)

– Led design and provided production support across a multi-product VR and MR portfolio

– Dotted-line managed design for multiple Horizon Worlds titles and coordinated dependencies with production

– Directed Final Fury (VR) combat and content direction, with hands-on iteration and ongoing playtests

– Supported Roblox and UEFN product framing, feature delivery, and go-to-market readiness

– Coordinated deliverables and milestones with external partners on a standalone VR project

Ludia and Jam City | Senior Studio Director, Design (2022 to 2023)

– Department-level leadership for all design teams and creative directors across live F2P titles

– Set standards, built evaluation rubrics, and ran recruiting, training, and mentorship programs

– Orchestrated portfolio-level planning and resource allocation across multiple live services

– Partnered with Product and Analytics to define KPIs, experiment roadmaps, and next-quarter priorities

– Titles included Jurassic World Alive, Jurassic World: The Game, Love Link, Dragons: Rise of Berk, TMNT Legends, Feud Live!, DC Heroes & Villains

EA and Slightly Mad Studios | Game Director (2018 to 2021)

– Project owner for Project CARS GO (mobile F2P, launched)

– Owned roadmap, backlog, milestone delivery, KPI monitoring and optimization, economy, and UX

– Built and led the design team while coordinating delivery with engineering, art, QA, and analytics

– Managed publisher communications, gates, and post-launch operations

– Instituted backlog hygiene, clear Definition of Ready and Definition of Done, and regular postmortems

LEGO | Senior Gamification Design Manager (2017 to 2018)

– Creative and production leadership for LEGO Life (mobile, launched)

– Drove backlog definition and prioritization tied to engagement and retention goals

– Coordinated multiple pods and aligned initiative briefs with brand, safety, and platform constraints

– Translated telemetry and qualitative findings into sprint priorities and feature tuning

Bigpoint | Senior Lead Game Designer (2013 to 2015)

– Co-owned product vision and led designers for Farmerama (F2P MMO, live)

– Stabilized declining KPIs through targeted systems and feature delivery

– Built an experiment pipeline with success criteria and roll-out plans

– Established documentation standards and rituals to speed handoffs and approvals

Earlier roles at Frima Studio and Ubisoft Québec

– Contributed to system design, production support, and prototype-to-ship pipelines

– Shipped titles on Wii, DS, and iPhone and worked on Skylanders: Spyro’s Universe (web MMO)

DETAILED EXPERIENCE

Fiction Pact Studio | Founder (2026 to present)

• Founded and operate an independent studio: game direction, design leadership, production, admin/ops

• Building a VR/PC title in Unreal Engine: core loop, systems, combat/interaction, and UX flow ownership

• Set up production pipeline: planning cadence, backlog hygiene, milestone definitions, and decision rituals

• Drive playtest strategy and iteration: session goals, feedback synthesis, and design changes tied to outcomes

• Own go-to-market foundations: positioning, pitch materials, and partner/publisher readiness as needed

Kluge Interactive | Game Design Director (2023 to 2025)

• Studio-level design leadership across a multi-product VR/MR portfolio, blending direction with hands-on design work

• Led Final Fury (VR) combat and content direction: moment-to-moment feel, move sets, meta/progression, tuning, and frequent playtests (Steam VR ongoing playtests)

• Provided product/design advisory support on Synth Riders (VR/MR) with a live-service lens (cadence, retention levers, and player experience)

• Dotted-line managed design across multiple Horizon Worlds titles: alignment on quality bar, dependency coordination, and cross-team clarity

• Supported Roblox and UEFN initiatives: product framing, feature delivery support, and go-to-market readiness

• Contributed to unannounced projects and R&D: prototyping direction, concept validation, and design risk reduction

• Coordinated deliverables with external partners on a standalone VR project: milestones, handoffs, and integration constraints

Ludia and Jam City | Senior Studio Director, Design (2022 to 2023)

• Dotted-line managed all design ICs, leads, and creative directors across the studio

• Built standards for specs, UX flows, and review rituals that improved throughput and clarity

• Co-owned portfolio prioritization across content velocity, feature bets, and tech debt paydown

• Partnered with Product and Analytics on KPI trees, experiment charters, and readouts

• Recruited, onboarded, and mentored senior hires; set career ladders and progression paths

• Streamlined ceremonies to reduce meeting load and increase decision speed

• Coordinated cross-title resourcing to meet seasonal content and event commitments

• Advocated for player-first design choices while maintaining delivery predictability

EA and Slightly Mad Studios | Game Director, Project CARS GO (2018 to 2021)

• End-to-end ownership of scope, budget awareness, timelines, and launch readiness

• Ran roadmap and backlog with clear prioritization and measurable outcomes

• Translated KPI readouts for retention and conversion into economy and UX changes

• Instituted A and B test plans and experiment analysis in partnership with analytics

• Coordinated art, engineering, QA, and publishing stakeholders to hit gates on time

• Managed publisher communications, build reviews, and go or no-go decisions

• Implemented rituals for sprint planning, reviews, and postmortems to drive continuous improvement

• Ensured live-ops planning, event cadence, and support processes after launch

LEGO | Senior Gamification Design Manager, LEGO Life (2017 to 2018)

• Prioritized backlog with PMs and engineers to move retention and engagement targets

• Tuned progression, reward, and social loops based on telemetry and safe-by-design constraints

• Coordinated multiple pods and maintained alignment across brand and platform guidelines

• Authored specs and UX flows that accelerated implementation and reduced rework

• Drove experiment plans with success criteria and clear roll-out steps

Bigpoint | Senior Lead Game Designer, Farmerama (2013 to 2015)

• Led a small design team focused on systems, events, and live-ops features

• Arrested KPI declines by shipping targeted improvements to core loops and sinks or sources

• Created experiment playbooks, dashboards, and rollout plans with risk controls

• Standardized documentation and review templates to speed cross-team handoffs

• Partnered with community and support teams to transform feedback into actionable backlog items

Earlier Roles | Frima Studio and Ubisoft Québec

• Drove systems and UX specs across Wii, DS, and iPhone titles, coordinating with production and engineering

• Supported prototype-to-ship pipelines with documentation, balancing, and live issue triage

• Contributed to Skylanders: Spyro’s Universe and other shipped projects with a focus on player flow and pacing

SELECTED CREDITS

• Final Fury (VR, playtests) • Project CARS GO (mobile, launched) • LEGO Life (mobile, launched) • Farmerama (MMO, live) • Skylanders: Spyro’s Universe (web MMO, launched)

TOOLS AND STACK

• Production and collaboration: Jira, Confluence, Google Workspace, Spreadsheets, PowerPoint, Live Boards, Wikis, Flowcharts

• Engines: Unity, Unreal

• Source control: Perforce, Git

• Languages (working knowledge): C#, JS, VBA

EDUCATION AND TRAINING

• Université de Montréal (UdeM) D.E.S.S. in Game Design (Master’s-equivalent)

• UQÀM B.A. Communications, Interactive Multimedia

• Google Project Management, Coursera

LANGUAGES

• French (native) • English (professional) • German (intermediate)

ACHIEVEMENTS AND IMPACT

• Reduced time to decision by improving specs and review rituals and by formalizing Definition of Ready and Definition of Done

• Improved roadmap predictability by aligning milestones with resource plans and risk burndown

• Strengthened hiring and retention through career ladders, mentoring programs, and interview rubrics

COMMUNITY AND MENTORSHIP

• Mentored designers and producers on KPI interpretation, economy tuning, and spec writing

• Led postmortems and knowledge shares that translated into concrete process improvements

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