Yoann Riot
Hi, I'm

Yoann Riot

Quest|Level Designer

  • Age 29
  • Location Bordeaux, France
  • E-mail yoann.riot[at]gmail.com
  • Phone +33 (0)6 84 51 68 19

Download Resume

Experienced Quest and Level Designer with Over Six Years in the Industry

I have collaborated with teams ranging from 5 to 1000+ members across indie, AA, and AAA projects, both 2D and 3D.
As a manager, I have successfully led and mentored up to three junior designers..

I always try to keep a versatile profile in technical areas, quest/level/game design, production and art to make the best collaboration with other teams.

My Background

Mar 2022 to now

Quest Designer

Worked on Assassin's creed Mirage at Ubisoft Bordeaux. I was Quest designer on the main hour of the game

1yr 8m (Aug 2020 - Mar 2022)

Level Designer

I have worked on Have a Nice Death at Magic Design Studios in Montpellier. I have directed the level design department and managed a team of three level designers.

1yr 7m (Jun 2018 - Dec 2019)

Junior Quest/Level Designer

Worked on Ghost Recon Breakpoint at Ubisoft Bordeaux. I was Level designer on main game and Quest designer on two quests during the post launch

7 Month (Feb - Aug 2017)

Level Designer Intern

Internship at Team 8 Studio in Lyon, during my 2nd school year. I worked on Genetic Disaster and was in charge of the entire level design of the studio.

Portfolio

Here is a non exhaustive overview of projects I’ve worked on.
There are only my professional projects.

Assassin's creed: Mirage
THE MASTER THIEF OF ANBAR

Quest Designer - UBISOFT Bordeaux

From the shadows of Anbar, an assassin is born.

In the first hour of Assassin’s Creed Mirage, players step into the shoes of Basim Ibn Ishaq, a street thief navigating the vibrant streets of 9th-century Baghdad.
The journey begins with Basim’s initiation into the world of the Hidden Ones, where he learns the art of stealth, parkour, and combat.

  • Stealth Training:
    Master the art of blending into crowds and pickpocketing without detection
  • Parkour Exploration:
    Navigate the city’s rooftops and narrow alleys with fluid parkour movements.
  • Combat Introduction:
    Engage in your first combat encounters, learning the basics of close-quarter fighting.
Narrative Elements

The mission also sets the stage for Basim’s journey. Through cutscenes and interactions, players get a glimpse of Basim’s past and his motivations. We aimed to create a compelling narrative that draws players into Basim’s world and makes them invested in his story.

Challenges and Triumphs

Designing this mission was both challenging and rewarding. One of the biggest challenges was balancing the introduction of gameplay mechanics with the narrative flow. We wanted to ensure that players felt engaged and not overwhelmed.
Through playtesting and feedback, we refined the mission to create a seamless and enjoyable experience.

Final Thoughts

Creating “The Master Thief of Anbar” was a labor of love. It’s a mission that not only introduces players to the mechanics of Assassin’s Creed Mirage but also to the rich, historical world we’ve crafted. I hope you enjoy playing it as much as we enjoyed creating it.

GhostRecon Breakpoint
ONE MIND ARMY

Junior Quest Designer - UBISOFT Bordeaux

Alongside Sam Fisher, discover the mysterious CLAW Project

In One Mind Army, the first paid DLC mission, hacked the heavily protected CLAW servers. To get there, infiltrate and sabotage a huge hydraulic station.

  • GhostRecon Breakpoint DLC
  • 8 Mission DLC
  • First Mission free
  • Worked 6 month on the DLC
On this mission, I was in charge of :
  • Mission design (Mission flow, difficulty curve...)
  • Scripting the mission
  • Collaborate closely with narrative and artistic department
  • Implementing gameplay element
  • Showcase DLC thematic
  • Prototyping and showcase new mechanics of the DLC

One Mind Army, a very infiltration oriented mission where I had to introduce the new Echelon class (class based on Sam Fisher and infiltration). The story of the mission was in charge of introducing the 5 following missions disseminated in the open world.

Make a stealthy mission is not an easy deal in a game like Breakpoint, because I can't imposed a way of playing, I never know where the player comes and which path he used.

To pass through the contrains, I have made multiple path to access each objectives with stealthy approache. For example, the first objective is inside the control room of the station. You have a stealthy approach by swimming under the building (at 6 min in video). Another example, to enter in the control room, the player can climb the ladder to use the rooftop entrance.

I also made mission objectives based on lighting for many reasons: no other mission in Breakpoint where light are using, to play with an very Splinter cell universe and to use the echelon class characteristic (bonus when the player is in the dark). During all the mission, the player has to shut down the light of stations.

MISSION STEP
  • Brief with Sam Fisher:
    Mission brief with Sam Fisher in cinematique and in game. Stage focus on narrative and environement
  • Find the facility plan:
    I have also play with lighting because I want the push the stealh side and showcase the echelon class
  • Sabotage the station:
    I have also play with lighting because I want the push the stealh side and showcase the echelon class
  • Take down the main facility:
    The player has to follow the huge pipe to find the main facility, and with the help of Sam Fisher, take down the station. To do that, the player has to shoot the fisher's mines.
  • Hack the server:
    End of the mission, focus on story of the DLC (cinematic).

GhostRecon Breakpoint
SPIRIT OF THE HIVE

Junior Quest Designer - UBISOFT Bordeaux

Find the Beekeeper and his drone's beehives

After the second mission One Mind Army, you need you to find 5 target (the beekeeper is one of them). The mission is based on the distopic future of drones's bees and artificiale beehives

  • GhostRecon Breakpoint DLC
  • 8 Mission DLC
  • First Mission free
  • Worked 6 month on the DLC
On this mission, I was in charge of :
  • Mission design (Mission flow, difficulty curve...)
  • Scripting the mission
  • Collaborate closely with narrative and artistic department
  • Implementing gameplay element
  • Showcase DLC thematic

This mission revolves around the history of the Beekeeper and his artificial hives. To highlight this, I chose a location with a huge empty land, to put (with the artistic team) a lot of beehives. This allows environmental storytelling around the theme of the mission. In addition, during the mission, the player has to hacked thoses beehives to save the beekeeper.

There are different types of gameplay in the mission, starting with an investigation (Search clues in the house and hives's hacking), followed by action(kill the Beekeeper's kidnapper and Beekeper's protection vs multiple waves of enemies).

MISSION STEP
  • The Beekeeper's House:
    With the mission brief, find the Beekeeper's house
  • Find the Beekeeper:
    Investigate the house and hack the beehives to find the Beekeeper.
  • Save the Beekeeper:
    Kill the threat and discover the story behind the Beekeeper.
  • Data erase:
    Protect the beekeeper during the data erase.

GHOST RECON Breakpoint

Junior Level Designer - UBISOFT Bordeaux

Breakpoint is a realistic military shooter

Become a Ghost, an Elite US Special Operations soldier, as you fight to survive against your brothers who have turned against you

  • Third-person to first-person shooter
  • PC - PS4 - ONE
  • Anvil
  • Working 1 year on the project
On this game I worked as Junior Level Designer:
  • Scripted sequences in main and secondary missions
  • Produced numerous events for the game world and game systems
  • Collaborate with mission designers and realization team

I have worked on two main topics, world and missions.

On missions, I was in charge of scripted sequences inside mission. I have worked closely with mission designers to understands her work and know when the sequence has to be implemented. I had the opportunity to work with mission designers of Ubisoft Paris (main missions) and Ubisoft Bucharest (secondary missions). Furthermore, because my work has linked to the realization, I also work with the real team.

On the world, my jobs was to create events or scenes. Which spawned randomly in the environment with constraints like the region, type of environment and enemies/allied factions. Events was used to enhance the "wild" (zone outside the camps) and also as quest giver (to start snd missions)

Have A Nice Death

Level Designer - Magic Design Studios

Discover and explore the darkly-charming, procedurally-generated departments of Death Inc.

Have a Nice Death is a 2D action roguelite where you play as an overworked Death, whose employees have run rampant, completely throwing off the balance of souls - and his vacation plans.

  • 2D Sidescrolling
  • Coming soon on steam
  • Unity
  • More than 1 year
I have Directed the level design pole of the game:
  • Lead other level designer
  • Produced rooms, levels and generations
  • Implemented all level design processes and workflows
  • Contribute to the Game Design
  • Bridged the level design team with other teams

GENETIC DISASTER

Level Designer intern - Team8 Studio

Genetic Disaster is a Rogue-Like coop oriented

around absurd guns, crazy characters and instant fun with procedurally generated levels for endless hours of accidental friendly fire in multiplayer!

  • 2D Topdown / Twin stick shooter
  • PC (available on steam)
  • During my internship (7 month)
  • Unity
On this game I worked as Level Designer intern:
  • Created from scratch procedural rooms
  • Wrote the Level Design golden rules
  • Integration within Unity and set triggers, enemy spawners, gameplay elements…
  • Managed and adjusted the level of difficulty
  • Added rewards and special challenges in the patterns
  • Level Build + Lighting
  • QA on my level design

It was my first experience in the video game industry and I was the only level designer in a small team of 5 dev.

I had to be really versatile and autonomous because I had to organize my production, try to have the best design in my rooms and help the art team decorate the rooms.

To fit the coop side of the game, I created several types of room for each combination of players (1,2,3 or 4 players). I also did Riddle-oriented rooms, arena rooms, trap room and boss room, to push the variation and the procedural side

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