Senior Game Designer & Creative Director (28 Years Experience) I am an accomplished Creative Director and Senior Game Designer with 28 years of experience translating high-level vision into memorable interactive experiences across AAA, AA, and indie environments. While I've guided large-scale digital productions, my core strength lies in the technical rigor and discipline needed to define, structure, and systematically balance complex gameplay mechanics. For this dark fantasy card/board game, I bring proven expertise in creating clear, comprehensive Game Design Documents (GDDs), refining core gameplay loops, and ensuring strategic depth and fairness are baked into the system. I excel at bridging narrative themes with accessible mechanics, guaranteeing the final documentation is polished, professional, and submission-ready for publishers. This systematic approach is further fortified by my background as a Senior Narrative Director (worldbuilding, lore, character) and a dedicated UX Specialist, ensuring that complexity always translates into compelling player experience and impeccably clear documentation. I thrive on turning ambitious ideas into tangible, balanced systems; to structure your game for success.

Roger (Dao) Champagne

Senior Game Designer & Creative Director (28 Years Experience) I am an accomplished Creative Director and Senior Game Designer with 28 years of experience translating high-level vision into memorable interactive experiences across AAA, AA, and indie environments. While I've guided large-scale digital productions, my core strength lies in the technical rigor and discipline needed to define, structure, and systematically balance complex gameplay mechanics. For this dark fantasy card/board game, I bring proven expertise in creating clear, comprehensive Game Design Documents (GDDs), refining core gameplay loops, and ensuring strategic depth and fairness are baked into the system. I excel at bridging narrative themes with accessible mechanics, guaranteeing the final documentation is polished, professional, and submission-ready for publishers. This systematic approach is further fortified by my background as a Senior Narrative Director (worldbuilding, lore, character) and a dedicated UX Specialist, ensuring that complexity always translates into compelling player experience and impeccably clear documentation. I thrive on turning ambitious ideas into tangible, balanced systems; to structure your game for success.

Available to hire

Senior Game Designer & Creative Director (28 Years Experience)

I am an accomplished Creative Director and Senior Game Designer with 28 years of experience translating high-level vision into memorable interactive experiences across AAA, AA, and indie environments. While I’ve guided large-scale digital productions, my core strength lies in the technical rigor and discipline needed to define, structure, and systematically balance complex gameplay mechanics.

For this dark fantasy card/board game, I bring proven expertise in creating clear, comprehensive Game Design Documents (GDDs), refining core gameplay loops, and ensuring strategic depth and fairness are baked into the system. I excel at bridging narrative themes with accessible mechanics, guaranteeing the final documentation is polished, professional, and submission-ready for publishers. This systematic approach is further fortified by my background as a Senior Narrative Director (worldbuilding, lore, character) and a dedicated UX Specialist, ensuring that complexity always translates into compelling player experience and impeccably clear documentation.

I thrive on turning ambitious ideas into tangible, balanced systems; to structure your game for success.

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Language

French
Fluent
English
Advanced

Work Experience

Creative Director at 3 Mind Games, Montreal
July 1, 2025 - July 1, 2025
Directed creative vision, narrative strategy, and production for 21+ projects, leading multidisciplinary teams of up to 50 and guiding RPG, narrative-adventure, and tactical titles from concept to launch.
Designer Integrator at Infinite Game Publishing, Montreal
June 1, 2013 - June 1, 2013
Developed visual and multimedia assets for marketing, branding, and front-end web design on major franchises; managed UX/UI and ensured brand consistency across projects.
Multimedia Technician at Imprimerie L’Empreinte, Montreal
August 1, 2012 - August 1, 2012
Designed web-to-print solutions, led automation projects (XMPie with Adobe tools), and advised management on multimedia strategy; led app UX/UI and web UI for major clients.
Multimedia Project Manager at Productions Rhinoféroce, Brossard
November 1, 2010 - November 1, 2010
Managed multimedia projects, branded content, and client relationships; oversaw production timelines, budgets, and cross-functional design/UX/UI work.
Creative Director at Neggi Studio Montreal
September 1, 2010 - September 1, 2010
Led creative operations, project execution, and cross-functional team management; implemented process improvements to boost productivity and efficiency.
Studio Manager at Sim-Action, Laval
April 1, 2010 - April 1, 2010
Managed operations, recruitment, R&D initiatives, pipeline development, and technical operations; represented the company at industry events.
Designer Consultant at Freelance, Montreal
August 1, 2008 - August 1, 2008
Delivered multimedia experience, game design, UX design, and interactive assets for corporate and entertainment clients across small to large projects.
Level Designer, Scripting at Ubisoft Montreal
February 1, 2006 - February 1, 2006
Designed levels and scripted gameplay events for AAA titles; integrated cinematic elements to ensure narrative and gameplay flow; contributed to production pipelines.
Marketing Artist at Ubisoft Montreal
April 1, 2005 - April 1, 2005
Created promotional materials and marketing assets for Tom Clancy’s Splinter Cell: Chaos Theory; pioneered interactive media solutions and in-game cinematics; contributed to PR visuals.
QA Tester & Specialized Tester at Ubisoft Montreal
July 1, 2004 - July 1, 2004
Specialized QA on AAA projects; provided high-level QA reports, debugging, and design recommendations across 10+ major titles; supported Crytek as Ubisoft representative.
Game Designer & Art Director at Project Planet Phoenix (PPP) / GameLo gik Inc. (part-time)
November 1, 2003 - November 1, 2003
Part-time role focused on game design and art direction for early projects; contributed to concept and visual direction.
Additional Roles (Various) at Montreal – Various
September 1, 2003 - September 1, 2003
Early career positions spanning game design, web design, and multimedia; contributed across multiple projects and client engagements.

Education

Fundamentals of Agile Project Management at Project Management Institute
February 1, 2005 - November 17, 2025
Fundamentals of Predictive Project Management at Project Management Institute
January 1, 2024 - November 17, 2025
3D Studio Max for Level Design at NAD-UQAC, School of Digital Arts, Animation and Design - UQAC, Montreal
April 1, 2005 - June 1, 2005
College Diploma (Multimedia Technician) at Institut Demers inc.
December 1, 1999 - July 1, 2000
Attestation d'Études Collégiales (Graphic Design) at Institut Demers inc.
February 1, 1999 - December 1, 1999
ASP (Business Startup & Entrepreneurship) at Pierre-Dupuy
September 1, 2014 - September 1, 2015
Professional Degree (Computer Technician) at IFP School, Montreal
February 1, 1996 - June 1, 1997

Qualifications

Fundamentals of Agile Project Management
February 1, 2005 - November 17, 2025
Fundamentals of Predictive Project Management
January 1, 2024 - November 17, 2025
3D Studio Max for Level Design
April 1, 2005 - June 1, 2005
College Diploma (Multimedia Technician)
December 1, 1999 - July 1, 2000
Attestation d'Études Collégiales (Graphic Design)
February 1, 1999 - December 1, 1999
ASP (Business Startup & Entrepreneurship)
September 1, 2014 - September 1, 2015
Professional Degree (Computer Technician)
February 1, 1996 - June 1, 1997

Industry Experience

Gaming, Media & Entertainment, Software & Internet, Professional Services, Other
    paper Prince of Persia: The Two Thrones (PS2) 2005

    Prince of Persia: The Two Thrones

    Action-Adventure video game developed and published by Ubisoft Montreal. It was released in December, 2005 in North America for the Xbox, Microsoft Windows, PlayStation 2, and the Nintendo GameCube.

    POP: The Two Thrones marked the third and final chapter for The Sands of Time saga, until the release of prequel The Forgotten Sands.

    I contributed to the Level Design and in-game event scripting for this AAA action-adventure.

    Awards

    Visual Effects Society (VES) Awards – 2006

    1. Winner, Outstanding Pre‑Rendered Visuals in a Video Game
    2. Won two awards: for the “Palace Balcony” cinematic and “The Battle” cinematic

    D.I.C.E. Awards (9th Annual, 2006)

    1. Nominee, Adventure Game of the Year
    2. Nominee, Outstanding Achievement in Animation
    3. Nominee, Outstanding Character Performance – Female

    National Academy of Video Game Trade Reviewers (NAVGTR) – 2005

    1. Multiple nominations, including:
    2. Outstanding Direction in a Game Cinema
    3. Camera Direction in a Game Engine
    4. Outstanding Costume Design
    5. Outstanding Control Precision
    6. Outstanding Franchise Adventure Game
    7. Animation in a Game Cinema

    Interactive Achievement Awards (IAAs, now D.I.C.E.) – 2006

    1. Nominee, Action/Adventure Game of the Year
    2. Nominee, Outstanding Achievement in Animation
    3. Nominee, Outstanding Character Performance – Female

    Ubisoft Store: [Prince of Persia: The Two Thrones Standard Edition](https://www.twine.net/signin

    paper Splinter Cell: Chaos Theory (PC & Xbox) 2004-2005

    Tom Clancy’s Splinter Cell: Chaos Theory

    The third of the Splinter Cell series. Was available originally on PC, Xbox, PS2 and GameCube.
    Experience one of the most critically acclaimed stealth-action games of all time. Uncover a conspiracy that hits close to home and stop World War III.

    I contributed as a Marketing Artist responsible for game capture, visual design, and promotional media. I have led innovative interactive experience around the game for the specialized media, offering a different approach to game marketing, and web interactivity.

    Awards

    1. Best Action/Adventure Game, Game Critics Awards (2004, PC category) – Winner
    2. D.I.C.E. Award – Action/Adventure Game of the Year (2005) – Nominated
    3. D.I.C.E. Award – Outstanding Achievement in Sound Design (2005) – Finalist, which went to God of War

    Academy of Interactive Arts & Sciences (formerly AIAS)

    1. At the 9th Annual Interactive Achievement Awards (2006), it was nominated in three categories:
    2. Action/Adventure Game of the Year
    3. Outstanding Achievement in Sound Design
    4. Outstanding Character Performance – Male (Michael Ironside as Sam Fisher)

    Ubisoft Store: [Tom Clancy’s Splinter Cell: Chaos Theory - Standard Edition](https://www.twine.net/signin

    paper Far Cry Instinct Evolution (Xbox) 2005-2006

    Far Cry Instinct Evolution

    Jack Carver thought he’d found paradise. But when a gorgeous woman draws him in on a dangerous heist, their sun drenched days take a chilling turn. Hunted for a murder he didn’t commit, Jack must draw on his most savage instincts to make his predators his prey.

    1. The ultimate predator evolves: Become stronger, faster and more powerful than ever with new and enhanced feral abilities.
    2. Power new weapons and vehicles: Destroy enemies with poisonous darts, Molotov cocktails and explosive pipe bombs. Take control of powerful new vehicles like pirate sampan boats, armored technical pickup-trucks and heavy transport trucks.
    3. Build an online paradise: Create custom maps to play and share on Xbox Live - backwards compatible with the original Far Cry Instincts.
    4. Updated and more customizable multiplayer: Includes the new “Seek and Secure” mode, as well as classic multiplayer modes – Chaos, Team Chaos, Steal the Sample and Predator.

    I contributed as a Level Designer and Scripter for the Xbox release.

    On Gamespot: [Far Cry Instinct Evolution (Xbox)](https://www.twine.net/signin

    paper Zombie Piñata (iOS) 2009-2010

    Zombie Piñata

    Mobile Action packed game for iOS. Fight your way through over 30 stages of pure madness while fighting the piñatas turning into Zombies. Find their lair deep in the Mayan archeological site, and face the biggest of them all: Piñaton!

    Handled creative direction, team leadership, and project coordination.

    paper Sins of a Dark Age (PC) 2012

    Sins of a Dark Age

    Ironclad Games, the creators of the critically acclaimed Sins of a Solar Empire, developed Sins of a Dark Age a MOBA. The game takes place in a Medieval Dark Fantasy setting.

    Developed art assets and multimedia content for this MOBA experience by Ironclad Games.

    Former Store Page on Steam: [Sins of a Dark Age](https://www.twine.net/signin

    paper MechWarrior Online (PC) 2012-2013

    MechWarrior Online

    MechWarrior Online is a free-to-play vehicle simulation video game, officially launched during September 2013 by Piranha Games for Microsoft Windows. The game takes place within the larger BattleTech universe.

    Supported visual content creation and integration for this massive multiplayer online Battle Mech title.

    Official Website: [MechWarrior Online](https://www.twine.net/signin

    paper MechWarrior Tactics (Web-based) 2013

    MechWarrior Tactics

    MechWarrior Tactics allows players the freedom to collect and purchase combat and cosmetic resources to outfit each Battlemech and assemble a Lance of four. Master each ‘Mech Chassis, perfect insidious tactical maneuvers and develop endless new configurations in your Mechbay.
    Browser-based game made with Unity.

    Supported visual content creation and integration for this tactical online strategy title.

    On IGN: [MechWarrior Tactics](https://www.twine.net/signin

    paper Wild Fury: Nature's Revenge (iOS / Android) (2014-2015)

    Wild Fury: Nature’s Revenge

    Full Development Service for Moose Game Studio.
    Tower Defense & Auto-Battler with cross-platform compatibility between iOS and Android.
    Based on and inspired by nature’s and a fictional native american theme.

    Directed production, account management, game design and UX design.

    paper Redshift: The Ascension (PC) 2014-2015

    Redshift: The Ascension

    Redshift: The Ascension is an Episodic Action RPG prototype, using an advanced AI system.
    A realistic sci-fi universe based on scientific facts and theories.

    Directed narrative, game design, production, and innovation in combat systems. I also played a key role in the design of the AI solution.

    uniE621 The Protagonist: EX-1 (PC) 2017-2019, 2021
    The Protagonist: EX-1 Story-driven Tactical RPG with _martial arts combo systems_ and _deep narrative integration_. Directed narrative, game design, production, and innovation in combat systems. I also played a key role in marketing, UX/UI design, and business development, contributing to increased wishlist numbers and securing a publishing deal for the project. Awards Best Indie Game (PC) 2021 Gold Winner - Nyx Games Awards Best Innovation (PC) 2021 Silver Winner - Nyx Games Awards Best Game Music (PC) 2021 Silver Winner - Nyx Games Awards Nominated for a Numix in 2022 On Steam: The Protagonist: EX-1](https://www.twine.net/signin
    paper The Infiltrator's Code (Concept Idea for PC and Consoles) 2025

    The Infiltrator’s Code

    Third-person, story-driven sci-fi action-adventure with community-driven modding features.

    I led the early design, world building, and creative/business strategies from scratch, which are now ready for production.

    paper Heroes of the Dark Prophecy (PC) 2022-2023, 2024

    Heroes of the Dark Prophecy

    Medieval Dark Fantasy Narrative-driven Action-RPG inspired by classic tabletop games.

    Project Description

    The game offers a deep, story-driven experience where you’ll face formidable foes, make critical decisions, and deal with the consequences of your actions.

    Directed creative design, worldbuilding, narrative design, mocap sessions, and player-driven branching storylines.

    Awards

    1. Best in Play Winner - GDC 2022

    Featured during the 10th Anniversary of The Mix (GDC and Game Connection 2022)