Pierre Gaudillere
2-paragraph first-person bio, friendly tone
About
2-paragraph first-person bio, friendly tone
- 13 years' experience
- Joined September 2025
Skills· 13
Languages
- FrenchFluent
- EnglishFluent
- GermanIntermediate
- Spanish; CastilianIntermediate
Industry experience
- Gaming
- Media & Entertainment
- Software & Internet
- Education
Work experience· 5 roles
Worked on Solasta: Crown of the Magister from early access release. Balanced loot and encounters to establish pacing and difficulty progression throughout the campaign. Designed two complete maps for DLCs from blockout to final art, featuring non-linear layouts and quests with multiple endings. Created several randomized encounter maps. Built pre-fabs for the in-game level editor and a full map to illustrate its possibilities. Developed tools to script interactive objects and speed up blockout iterations. Scripted an automated bot to assist QA and debugging.
Worked on the pre-production of No Rest for the Wicked; designed a 'climb to the top' map with multiple paths and non-linear progression. Actively participated in design meetings, internal playtests, and game balancing.
Worked on Dishonored 2 from pre-production to release. Transformed blockouts into immersive experiences by collaborating with artists. Coordinated with the tech and narrative teams to create the first mission, ensuring the game's start with a strong 'boom'. Set up tutorials and pacing to teach core mechanics. Led from start to finish on the introductory cutscene, with a multidisciplinary team. Improved validation of gameplay mechanics by prototyping multiple gameplay vignettes with test maps.
Education
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