Pascal Allançon

Ux Design & Direction Meta Systems Progression Mtx Social Online @Haven Studios Inc

Montreal, QC, CA
MOBILE NUMBERS
+91 *********19

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WORK HISTORY

May 2025 — Present

Ux Design & Direction Meta Systems Progression Mtx Social Online @Haven Studios Inc

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Montreal, QC, CA

EDUCATION

2001 — 2003

Université de Bretagne Occidentale - Mathematics / Physics / Computer science

DEUG Degree

2006 — 2008

ENJMIN - The Graduate School of Interactive Games and Interactive Medias - GAME DESIGN curriculum

Master's degree

2006 — 2006

Ecole normale supérieure

Research internship at the Statistic Physics Laboratory – ENS Paris

2005 — 2005

Ecole normale supérieure

Research internship at the Radio Astronomic Laboratory – ENS Paris

2003 — 2006

Université Denis Diderot (Paris VII) - Magistère de Physiques

Bachelor's degree

SKILLS

Xbox 360Video GamesLevel DesignErgonomicsMathematicsLearningGame DesignJiraGame MechanicsAccessibilityGameplayPlaytestingGame DevelopmentWii

ABOUT PASCAL ALLANÇON

Hello friends! I am Pascal Allancon, currently responsible for the UX Design & Direction of Around Game Experience (Meta Systems, Progression, Monetization, Social and Online) at Haven Studios. I have been in the industry for 17 years & worked on 15 Games. My career started in 2008 at Ubisoft Paris, to continue in 2013 at Ubisoft Montreal. In 2019 I joined Ubisoft Singapore.Then I have been a Rioter from 2021 to 2023. I am now a Haveneer! My background is Game Design. I have a MASTER degree of Game Design from the french school ENJMIN. I have always worked with UI/UX teams, hence my specialization. Before making the pivot/leap towards the video game industry, I was actually doing a Magistère of Physics in order to be a teacher. I have a Bachelor degree in fundamental physics (Astrophysics & Quantum Physics specialty). It helps me, every day, understand the intricacies of video game development. My fascination with gaming began in the late 80s. I have spent countless hours immersed in classic Nintendo titles such as Mario & Zelda on the NES, sparking a lifelong love for games. As a self-proclaimed Nintendo fanboy, these early experiences continue to inspire my approach to game design and user experience. Eventually I want to say that, this sentence from SATORU IWATA, resonates a lot with me: “What interests me is helping people (whether it is Players or Team Members) to enjoy themselves. Seeing the people around me looking pleased is what keeps me going”. Specialties: GAME DESIGN (UI/UX):* HUDs * Menus * 3Cs (Controls)* Game Structure & Macro Flow * Social, Online, Session * Progression & Monetization SKILLS:* MATHEMATIC for System Design * ERGONOMIC for Interface Design * LEARNING for Progression Design IMDb but for Games is IvgDb;): Worked on 15 Games:* Riot Games (20••••24)** Teamfight Tactics ** VALORANT * Ubisoft (20••••21)** Skull & Bones/UX Director ** For Honor/UX Designer ** Ubisoft Club Mobile & Console Application & Website/UX Designer ** Rainbow Six Siege/Game Designer (UI/UX)** 10 Games credited as a Line Designer:** Splinter Cell Blacklist ** Ghost Recon Online ** Ghost Recon: Future Soldier ** I Am Alive ** From DUST ** Ghost Recon: Shadow Wars ** Ghost Recon: Predator ** Shaun White Snowboarding * SACD (Society of Dramatic Authors & Composers) Special Jury price & Audio Direction price for student project “Fear Window\"

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