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David Chateauneuf - Co-Founder
After studying in art, media and technology, David went to the NAD Center. In 1999, he was hired by Ubisoft as a Level Designer. He quickly became a level design director and worked among others on Prince of Persia: The Sands of Time, Assassin's Creed and Splinter Cell: Conviction. Then, after working 10 years at Ubisoft, David moved to EA and joined Hugo Dallaire and Philippe Morin. Together, they left their jobs and created the new video game company called Red Barrels. "Let's explode!!! "
Philippe Morin - Co-Founder
Holding a bachelor's degree in Cinema Studies, Philippe was hired by Ubisoft in 1998 as a Game Designer. Specializing in camera design, he worked among others on Prince of Persia: The Sands of Time and Assassins' Creed. End of 2005, Philippe left for California and worked at Naughty Dog on Uncharted: Drake's Fortune, being responsible for cameras and AI. After the project, he returned to Montreal as a Creative Director at Ubisoft, then at EA. Today, Philippe is having a blast working at Red Barrels.
Hugo Dallaire - Co-Founder
Graduate of the NAD Center in 3D animation , Hugo begins his entry in the video game industry at Ubisoft in 1997 as a environmental artist. Promoted as an Artistic Director, he is successful with the first title of the series Splinter Cell. In 2004, Hugo has been hired by Electronic Arts Montreal with the mission of building a new studio and create a new intellectual property, which was Army of Two.
Réjean Charpentier - Lead Programmer
Réjean first tasted game programming at the age of 17 when he taught himself C++ and created his own chess game, complete with 3D graphics, competitive AI and network connectivity. He was hooked and had no hesitation in pursuing a degree in Computer Engineering. After some great internships at Ubisoft, Microsoft and Electronic Arts, he returned to EA upon graduating where he contributed to projects such as Skate It and the Army of Two franchise. He then moved on to THQ for a while before joining his past colleagues at Red Barrels.
Alexandre Sabourin - Senior Technical Artist
Early in his life, Alexandre had a passion for game development. He started by working on mods for ID Software's games with a group of friend. He then decided to take it a step further by going to the NAD center where he graduated in 2006. After almost 12 years of trial, errors and dreams, Alexandre released his first title at Ubisoft, Splinter Cell: Conviction, where he was working as a modeller and level artist. After working on Thief4 as a technical artist at Eidos, he joined Red Barrels bringing back the original game development feelings he felt earlier in life!
Marc-Antoine Senecal - Character Modeler
Video games have always been on Marc-Antoine's mind as soon as he swallowed his first mushroom in Mario Bros. His special attention to video games character design, combined with a love of art and drawing, led him to the NAD center in Montreal, where he graduated in 2006. Marc- Antoine went on to work at Ubisoft on the Prince of Persia and Assassin's Creed franchises as a character modeler . He later worked at Warner Brothers Games in Montreal before attempting to experience game development in a new way by joining Red Barrels.
Jamie Helman - Senior Animator
Jamie has been animating for games and cinematics for 17 years. Having studied traditional animation and film techniques, he's worked his craft through several major studios such as Ubisoft, EA, and THQ, to join Red Barrels in 2013. Though he enjoys all aspects and methods of game animation, his main specialty is on scripted characters and cinematic design. You can see his cinematic contributions on past titles such as 'Army of Two' and 'Dead Space 2,' and of course most recently 'Outlast' and 'Outlast: Whistleblower.'
Patrice Côté - Senior Artist
Patrice started to play video games at the age of 7 on the NES platform. He was always curious on how the developers could build the environments from nothing. Being passionate by art, photography, architecture and design, he started to work at Ubisoft in 2003. After few years and 3 Splinter Cell titles (Chaos Theory, Double Agent and Conviction), he was hired by Eidos Montreal to work on Thief4. After 10 years as shader and texture artist, he joined Red Barrels as an environment artist.
Francis Brus - Senior SoundGuy
After spending his entire childhood making as much noise as humanly possible, Francis decided to take his obsession for sound to the next level and enrolled at Musitechnic. Now, with over 12 years of contributing to all aspects of sound design, for companies like Behaviour, Eidos Montreal, THQ and Ubisoft, he is extremely happy to have joined the Red Barrels team and is now hell bent on creating the scariest, most intense soundscapes he possibly can.
Mathieu Gauthier - Senior Rendering Programmer
Like most of his co-workers, Mat was practically raised by his NES console. After exhausting all the possibilities offered by QuickBasic and mode 13h/X during his childhood, he went on to complete a MSc in computer science with a specialization in computer graphics, publishing papers in geometry processing. He joined in gaming industry in 2009 working at EA on the Army of Two franchise. From there he moved on to THQ where he acted as rendering lead on an undisclosed project, to ultimately end up at Ubisoft where he worked on Watch_Dogs.
Anne Gibeault - Producer
Ready for a change in her carrer, Anne Gibeault went back to school at the NAD centre in 2002. Her diploma in hands, she started working at Digital Fiction (YuYu Hakusho), then at Ubisoft, on games such as Prince of Persia, Splinter Cell, King Kong: the Game, Farc Cry 3 and Far Cry 4. She started as a 3D animator, but her past management experience led her to rapidily take the roles of Production Manager, Associate Producer and Producer.
Amélie Bouchard - Senior Animator
Amélie started to develop a passion for video games while gaming with her older brother at a young age. She went to the Ubisoft Campus to study 3D animation from professionals of the game industry. She got her first chance to participate in a production at Ubisoft Montreal on Prince of Persia (2008), and continued on the Assassin's Creed serie. Amélie challenged herself by taking management jobs on a few projects before taking new challenges at Red Barrels and handle all the in-game animations.
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