XDefiant

Ubisoft – 2024

XDefiant

Associate Game Director – Feb 2021 to Dec 2024 – PC / PS4 / PS5 / Xbox One / Xbox Series X|S

Ubisoft's largest live-service launch

XDefiant was a free-to-play arena shooter built around factions drawn from Ubisoft's IP library – Watch Dogs, Ghost Recon, Splinter Cell, and others – each with distinct abilities and playstyles. It launched in 2024 as Ubisoft's most ambitious live-service title and reached 15 million players within its first weeks.

As Associate Game Director, I owned gameplay direction from early prototype through live operations – responsible for how the game felt to play, how it grew each season, and how the team across four global studios stayed aligned on that vision.


Design contributions

What are the 3Cs? Character, Camera, and Controls – the foundational layer of how a player's body moves through the game world: the actions the character can do, how the player sees the world, and how they can control their character and the camera. Getting the 3Cs right means the game feels good before a single enemy appears. Getting them wrong means no amount of content or balance work fixes it. On XDefiant, establishing the 3Cs was the first and most critical design challenge.
  • 3Cs and core prototype I personally built XDefiant's core FPS mechanics in Snowdrop to approximately 80% completion before handing off to senior designers for tuning and polish. Character movement, camera behavior, weapon feel, and moment-to-moment shooting were all prototyped in-engine first, giving the team a working reference rather than a document to interpret.
  • Seasonal roadmaps and live content direction Owned the seasonal content cadence across the game's live run – directing new maps, new factions, new weapons, new abilities, and gameplay modes each season. Each season ran on a roughly three-month cycle, requiring simultaneous planning, production, and live ops across multiple content streams.
  • Process design and approvals Built the design review and approval pipeline from the ground up – spec templates, review cadences, greenlight criteria, and escalation paths. On a game with distributed teams across San Francisco, Sydney, Osaka, and Saguenay, having clear processes wasn't overhead. It was what kept content quality consistent across studios.
  • Distributed team coordination Managed design delivery across four global studios, building cross-site communication rituals and alignment processes that kept all locations working against the same creative direction. San Francisco was the lead studio; the challenge was making every other studio feel like a genuine partner rather than a satellite.
  • New features: gameplay modes and bots Directed the design and production of new gameplay modes and the bot system – features that expanded how players could engage with XDefiant beyond its core competitive loop.
  • Progression and battle pass Owned battle pass structure, goal-based progression, and limited-time event design – tuning reward loops and player motivation systems across multiple live seasons using telemetry and player behavior data.
StudioUbisoft San Francisco
RoleAssociate Game Director
DatesFeb 2021 – Dec 2024
GenreF2P Arena Shooter
EngineSnowdrop
Players15M+ at launch
PlatformsPC, PS4/5, Xbox One/Series X|S
Live Service F2P Shooter Seasonal Content Distributed Teams

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// seasons

Season trailers