Lucas Bonan
Lead Technology Producer @Techland
Signup · Get unlimited contacts
WORK HISTORY
Lead Technology Producer @Techland
Montpellier, FR
Development of the C-Engine made specifically to deliver Dying Light 2 and support its post-launch:• Leadership of a team of 70 programmers in Poland (Wroclaw & Warsaw studios) and including remote collaborators;• Daily collaboration with the Head of technology and Technical Directors;• Direct management of 4 Technology Producers;• Definition and evolution of the team organization and staffing plan;• Definition and enforcement of the technical specifications process;• Definition of the priorities for each milestone with the Technical Directors and Game producers;• Definition and enforcement of the planning and reporting processes, in collaboration with the Technology Producers and Programming Team Leads.
EDUCATION
Lund University
Masters, Economics
Wine & Spirit Education Trust
Level 2 (with distinction)
ESCP Business School
Masters, Management
SKILLS
ABOUT LUCAS BONAN
I specialize in Live Service and Technology production for video games, helping teams build, launch, and grow games that keep players engaged for years.On the Live side, I focus on operating games as long-term experiences — aligning production, monetization, and content pipelines with player insights and studio goals. Over the years, I’ve helped ship numerous prelaunch live tests (Closed and Open Betas) and dozens of post-launch Title Updates, ensuring that every release runs smoothly and meaningfully extends a game’s lifespan. I’m particularly attentive to building and validating online systems early, so that technology feels invisible — robust, scalable, and accessible to all players from day one.On the Technology side, I’ve led and scaled multidisciplinary programming teams (50 to 100+ people) and built tailored production processes that fit each studio’s culture — lean, predictable, and focused on impact. I enjoy partnering with Technical Directors to evolve or create tech foundations from scratch or based on an existing stack, spanning Core Engine, Gamed Engine, 3D, Tools, DevOps, Network and Online Services — always adapting workflows to team size and project ambition.I’ve worked across head offices, central tech groups, and production floors, collaborating closely with stakeholders from executive leadership to publishing or production services (QA, HR, IT and Security). This diversity keeps me grounded in both the human and operational sides of making and running games.Outside of work, you’ll likely find me on a golf course or rugby field, coaching my alumni team or enjoying good wine and music with friends — because great games, like great bottles, are all about craft and shared passion!
This profile is compiled from publicly available professional sources. Unifers is not affiliated with or endorsed by LinkedIn. Request removal of this profile.