🌍https://margaretux.com🌍 As Associate UX Director at Ubisoft, I am committed to bringing our creative vision to life through a detailed and holistic UX for our game. I believe in positive leadership that empowers designers to work collaboratively, maximizing their potential to achieve the best results together.
2023 — Now
Montreal, QC
I am currently leading the UX Design for a AAA game at Ubisoft Montreal.
🔹 Product Owner of the Player Experience department. Collaboration with a diverse team of UX designers, UI integrators, programmers, QC analysts and UI designers.
🔹 Player Experience Vision. Definition and continuous synchs of high-level goals with Game Director and Creative Director to maintain a clear vision and guide the Player Experience team.
🔹 Holistic UX Vision. Ensure that UX principles and UX design & language remain consistent across all features. Openly challenge when discrepancies can happen. Analytical and strong eye for UI Design combined with transparent & immersive solutions when applicable.
🔹Strategic management. Collaborate with Producer, Project Manager, and Tech leads to optimize the workload, ensure priorities, redefine expectations, identify risks, set mitigation plans and provide realistic goals for the roadmap.
🔹Quality champion. Regular reviews, day-to-day feedback and prioritization of next steps to ensure quality and balance within production constraints, while reducing friction in decision-making.
🔹User Research mandates. Definitions of needs and planning with the UR Lab for playtests so that we make informed decisions. Help translate insights into actionable guidance for the team.
🔹Accessibility. Advocate for accessibility by design, ensuring Ubisoft's guidelines are followed consistently across all features. Ensure support and collaboration with Ubisoft's Accessibility leads and the co-dev studio responsible for accessibility features.
🔹Cross-department collaboration (UI & Art Direction, Narrative, 3C, Level Design) and Co-Development Collaboration, partnering with teams across the world.
🌍 https://margaretux.com/vision/ 🌍
2023 — 2023
Bordeaux
🔹 Collaborated with the Game Director, UI Director, UX Designer and User Researcher to polish UX elements in game: player's onboarding and Eagle feature.
🔹 Complete revamp of the Eagle's reticle design (Enkidu). Delivered wireframes, specs and a highly interactive prototype to improve its usability, look & feel.
🔹 Collaborated with the User Researcher to understand and integrate insights from usability testing.
🪛📐 Tools & Software: Figma, Protopie and Ubisoft Anvil Engine.
2021 — 2023
Bordeaux
🔹 Collaborated with the Game Director and Game Designers to build the UX vision and design UX features from concept to completion.
🔹 Designed wireframes and highly interactive prototypes of game menus to communicate and test design concepts.
🔹 Collaborated with the User Research team to set up tests, understand and integrate insights from usability testing.
🔹 Created detailed UI specifications, including user flows, interaction design and information architecture.
🔹 Led the Accessibility Vision and Accessibility Roadmap for the game, following quality requirements and guidelines in Ubisoft. Special focus on research, accessibility by design and accessibility features.
🔹 Presentations and talks about UX in games to help teams and individuals inside and outside Ubisoft.
🪛📐 Tools & Software: Figma, Protopie and Unreal Engine.
2021 — 2021
Bordeaux, Nouvelle-Aquitaine, France
Following my experience as designer and user researcher, I became responsible for the UX design of VR products (NDA).
🔹 Interaction design. All kind of interactions between the patient and the VR software: userflow, information architecture and hierarchy, motion design in UI, sound, icons, texts and typography, virtual space and distance, physical interactive objects (diegetic) and UI panels (non diegetic), laser-based interactions.
🔹 Designed highly interactive and functional UI prototypes (VR UI prototypes with Unity and 2D UI with Protopie).
🔹 Conducted usability testing with target patients on prototypes/MVPs to identify areas for improvement and iteration.
🔹 Presented results and communicate effectively with teams about UX decisions.
🪛📐 Tools & Software: Sketch, Protopie and Unity.
2019 — 2021
Bordeaux Area, France
I led all stages of UX design processes with a focus on games 🎮 and VR (NDA).
🔹 Qualitative research: Scope, plan, conduct, analyze and present insights from patient interviews, usability testing, and AB concept testing.
🔹 Affinity diagrams, personas, journey map, storyboards, wireframes.
🔹 Designed interactive prototypes.
🔹 Conducted usability testing on prototypes/MVPs to identify areas for improvement and iteration.
🔹 Facilitated design thinking workshops within multidisciplinary teams as a source of powerful innovation.
🔹 Delivered strategic recommendations based on research findings.
Lucine was a health-tech startup that helped patients that suffer from chronic pain (digital therapeutics, virtual reality). I worked with researchers, scientists, engineers and patients to transform and improve patients' health.
🪛📐 Tools & Software: Sketch, Protopie and Unity.
Education
OpenClassrooms
Post-graduate diploma in UX Design
Universidad de Sevilla
Degree
Leonardo da Vinci Programme in Bordeaux (France)
Graphic Design
Fondation CSEA