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Dao Champagne
Creative Director
3Mind Games
CA

https://www.notion.so/Dao-R-Champagne-21e9d4b02025804f9333ce6d69bf58eb
https://www.facebook.com/dao.sino/
https://twitter.com/daosino
https://www.linkedin.com/in/daosino/

Dao Champagne

Dao R. Champagne – Senior Game & Narrative Designer | Creative Director

Accomplished lead game design with over 27 years in interactive entertainment, blending creative direction, gameplay design, and narrative innovation across AAA, AA, and independent productions.

Recognized for delivering award-winning experiences that balance player-centric design, system depth, and immersive storytelling.

Specialized in core gameplay loops, combat mechanics, progression systems, and narrative-driven experiences, I excel at translating high-level creative vision into scalable, production-ready systems. My work bridges game design, narrative structure, and UX logic, ensuring cohesive, emotionally engaging, and technically sound player journeys.

A proven cross-disciplinary collaborator, I have guided multidisciplinary teams of up to 50 through the full production cycle, from ideation and prototyping to launch, while optimizing pipelines for agility, scalability, and creative consistency. Adept at integrating player feedback, iterative design, and data-informed decision-making into every stage of development.

Key strengths include: Game Design & Systems Development, Player-centric mechanics, balance tuning, and interconnected gameplay systems for high replay value. Narrative & Worldbuilding, cohesive storytelling, character arcs, lore, and interactive narratives that drive emotional engagement. Creative Leadership – Guiding design vision, mentoring teams, and ensuring cross-departmental alignment. Production Oversight, Agile workflows, risk mitigation, and milestone planning to deliver on scope, quality, and budget. Innovation & R&D, Pioneering tools, AI-driven gameplay solutions, and adaptive systems that push creative and technical boundaries.

With a career defined by 30+ shipped titles and prototypes and multiple industry awards, I bring a visionary yet pragmatic approach to creating memorable, market-ready games. Whether shaping a new IP, refining gameplay systems, or unifying narrative and design, my goal is always the same, to craft engaging, lasting experiences that players remember. 



Role with the VES

As a member of the Visual Effects Society (VES), I actively promote cross-industry collaboration across digital media, working to bridge the worlds of visual effects, interactive design, and transmedia storytelling. My focus is on fostering creative convergence, connecting disciplines to build a more integrated and forward-thinking ecosystem where each sector amplifies the potential of the others.

In interactive and multimedia production since 1998, I aim to collaborate with producers, directors, and visionaries to push the boundaries of audience engagement. Through innovative formats and immersive experiences, I contribute to expanding the narrative capabilities of audiovisual and interactive media and helping shape the future of digital content.


Work Experience

Per ROLE (high level)

Manager and Director roles
- CCO (Chief Creative Officer) - 3Mind Games (2014-2025)
- Creative Director - 3Mind Games (2010-2025), Neggi Studio Montreal (2009)
- Narrative Designer (Lead) - 3Mind Games (2016-2024)
- Project Manager - Productions Rhinoféroce (Consulting 2009-2010)
- Studio Manager - Sim-Action (Consulting 2009-2010)
- Art Director - GameLogik Inc. (2003)

Creative roles
- Lead Designer / Main Game Designer - 3Mind Games (2010-2025), Sim-Action (Consulting 2008-2009), GameLogik Inc. (2003)
- Multimedia Technician - Imprimerie l’Empreinte (2010-2012)
- Level Designer - Ubisoft Entertainment (2005-2006)
- Graphic/UX Designer - Freelance (1998-2000)

Roles in Marketing and Publishing
- Integrator (art and multimedia) - Infinite Game Publishing (2012-2013)
- Marketing Artist - Ubisoft Entertainment (2004-2005)

Technical roles
- R&D Lead - 3Mind Games (as CCO, for AI & tools, 2014-2025)
- IT Manager - Productions Rhinoféroce (Consulting, second role, 2012-2013)
- Technical Level Designer (scripted events) - Ubisoft Entertainment (2005-2006)
- Game development expert - Crytek (for Ubisoft, Consulting, 2004)
- Video Game Tester (2000-2004)
- Computer Technician (IT) - Freelance (1997-2003)

Film Credits

Video Game Titles I have worked on
Video games I have worked on (excluding non-video game projects):
1. Director’s Cut (PC) (2023-2024)
2. LoopHole (PC) (2023)
3. Shadow's Light: Tale of the Champions (PC) (2022)
4. Heroes of the Dark Prophecy (PC) (2021-2022)
5. The Protagonist: EX-1 (PC) (2017-2021)
6. Raving Rabbids - Them Park Game (experience/arcade) (2015)
7. Wild Fury: Nature's Revenge (iOS / Android) (2014-2015)
8. Dungeon Boss (PC) (2014-2015)
9. Redshift The Ascension (PC) (2013-2014)
10. MechWarrior Tactics (Web-based) (2013)
11. MechWarrior Online (PC) (2012-2013)
12. Sins of a Dark Age (PC) (2012)
13. Boom Boom Cavemen (iOS / Android) (2011)
14. Zombie Piñata (iOS) (2009)
15. Far Cry Instinct Evolution (Xbox) (2005-2006)
16. Prince of Persia: The Two Thrones (PS2) (2005)
17. Splinter Cell: Chaos Theory (PC & Xbox) (2004-2005)
18. Far Cry (PC) (2004)
19. Project Planet Phoenix (PPP) (PC) (2003)
20. Tom Clancy's Splinter Cell: Pandora Tomorrow (PS2) (2003)
21. Tom Clancy's Splinter Cell (PS2) (2002)
22. Monster Jam: Maximum Destruction (PS2) (2002)
23. Rainbow Six: Raven Shield (2002-2003)
24. Rainbow Six: Rogue Spear - Black Thorn (2001)
25. Tom Clancy's Ghost Recon (PC) (2001-2002)
26. Batman: Vengeance (GameCube) (2001)
27. The Legend of Alon D'Ar (PS2) (2000-2001)
28. Grandia II (Dreamcast) (2000)
29. Pro Rally 2001 (PC) (2000)
30. Donald Duck: Goin' Quackers (N64 & PS2) (2000)
31. Star Wars (Gameboy) (2000)


Other Projects
Other projects I have worked on (including non-video game projects & tech):
- AAA Technical Art Pipeline Plugin with Triplanar support for games (2022-2023, 2023-2024)
- Prototype of an undisclosed project (codename: DC1) bridging interactive media and non-interactive digital media (transmedia storytelling, 2023-2024)
- Prototype for an undisclosed 3D side-scroller platformer project (codename: LH1, 2021)
- Prototype for a canceled 3D RPG project (2020-2021)
- AI-powered solution replacing traditional game engine navmeshes, enabling NPCs to see the world in 3-dimensions, navigate and strategize more effectively against players using deep learning breakthroughs (2017-2018)
- AI system allowing NPCs to understand the relationship between weight and gravity, enabling realistic jumps and maneuvers (2018-2019)
- Pipeline automation for the full assembly of print products using *InDesign*, *Acrobat Pro*, and *Distiller*; from web interface to fully automated digital press output (including Cross-media, Web-to-Print automations, and the use and development with XMPie systems)
- Using *vrWorx Pro Suite* tools, I created tons of *QuickTime VR* interactive action scenes and 360 panoramas for *Splinter Cell: Chaos Theory* (marketing assets for IGN and Gamespot, 2004–2005)
- I created all the maps for the official *Splinter Cell: Chaos Theory* *Prime Guide* magazine (PC & Xbox)
- Managed and help design a GT-style car racing simulation center project and a racing game simulator (codename: *Sim-Racing*) in collaboration with a game development studio and professional racers (2009–2010)
- *Raving Rabbids* game for Ubisoft’s theme park (2015)
- *Redshift: The Ascension* (cancelled), showcased the 'Emotion Box' AI technology (2014)
- Designed the '*Emotion Box*' AI NPC systems for video games and interactive experiences, which the paper prototype was developed in collaboration with the help of the CDRIN (2018)
- *Project Planet Phoenix* (PPP) for PC (cancelled, 2003)
- Mentorship of numerous junior talents during real-production internships (2009–2024), including the *Pyramid Power Penguin* project
- Various *white-label* contracts for partial contributions in work-for-hire mode
- Various non-technological and non-gaming commercial projects (branding, web, multimedia, AI, etc.)
- *Master’s Quests Fantasy RPG*, a tabletop RPG (TTRPG) set in a medieval dark fantasy world that I fully created with the support of renowned game writers (1990-2000, 2004-2010, 2022, 2024-2025…).
- I collaborate on various other projects, like Stories: The Path of Destinies (Spearhead Games).

Skills & Titles

Domains:
Creative Management
Game Design
Narrative Design
UX-UI Design
Project Management
Production
R&D
Transmedia Storytelling and Convergence
Generative AI and LLM

- Directed cross-functional teams in planning, forecasting, and performance management across diverse projects in AAA, AA, and indie development.
- Applied Agile methodologies since 2013 to accelerate delivery, reduce production bottlenecks, and adapt pipelines for innovation-driven workflows.
- Designed advanced systems and solutions that consistently surpassed production goals in technology, gameplay, and interactive experiences.
- Created immersive worlds, mechanics, and gameplay systems that set new standards in their genres and introduced distinctive, memorable features.
- Developed compelling characters, lore, and narratives; led award-winning writing teams and directed motion capture for five projects. Contributed narrative content to over 21 titles since 2000, 20 of which earned awards.
- Produced high-impact graphic design and marketing assets for acclaimed titles including Splinter Cell: Chaos Theory, driving engagement and industry recognition as Best PC Game of E3 2005.
- Expert in applying Large Language Models (LLMs) for design, writing, analysis, debugging, and research, creating AI-driven solutions that significantly reduced production time and costs.
- Innovated with generative AI in pre-production (image, audio, video), interactive UX/web concepts, and marketing, boosting creative output and providing rich reference material for teams.
- Translated complex creative visions into clear, actionable communication for developers, creatives, and stakeholders, ensuring alignment on multifaceted initiatives.
- Authored detailed technical documentation and system specifications that improved development efficiency, supported R&D funding, and enabled the creation of innovative IPs since 1997.
- Consolidated complex datasets into actionable insights to drive data-informed design decisions and enhance cross-team collaboration.
- Converted high-level creative vision into structured, executable strategies that aligned artistic goals with technical and production workflows.
- Mastered full-cycle development of interactive media from concept to launch, across both game development and technology-driven projects.
- Delivered contributions to AAA, AA, and indie productions and publishing by aligning design, art, technology, and strategic objectives with business goals.

Software & Tools List
This is the most up-to-date list of software and tools I use regularly. While I am familiar with many others to varying degrees, these are the most relevant to my current workflow.

ADOBE CREATIVE SUITE
- Adobe Photoshop
- Adobe Illustrator
- Adobe Firefly
- Adobe InDesign
- Adobe Acrobat Pro
- Adobe Premiere Pro
- Adobe Media Encoder
- Adobe Audition
- Adobe Express

EPIC GAMES
- Unreal Engine (1 to 5)
- Metahuman (tool for UE5)

MICROSOFT
- MS Office Word
- MS Office Excel
- MS Office PowerPoint
- MS Visual Studio Code
- MS Teams
- Windows OS

GOOGLE
- Google Docs
- Google Sheets
- Google Slides
- Google Forms
- Google Gemini / Imagen
- Google Gmail
- Google Sites
- Google Meet / Chat / Calendar
- Google Admin

SOURCE CONTROL
- Perforce Helix & P4V

3D
- Blender
- Reallusion Character Creator

OTHER CREATIVE SOFTWARES & TOOLS
- Figma
- Canva
- CapCut
- Godot

OTHER TOOLS
- Notion
- Atlassian Jira & Confluence
- Asana
- Trello

ARTIFICIAL INTELLIGENCE AND GEN-AI
- ChatGPT LLM & Custom GPTs
- GPT tools (Sora, DALL-E, deep search, etc.)
- Midjourney AI
- RunWay AI
- xAI Grok
- Leonardo AI
- Udio AI
- Suno AI

Language of communication
French
- Writing: Advanced (fluent)
- Speaking: Advanced (fluent)

English
- Writing: Advanced (fluent)
- Speaking: Very Good

Awards

Throughout my career, my creative and technical leadership has been consistently recognized by prestigious industry awards. My notable achievements include:

NYX Game Awards
- Gold Winner, Best Indie PC Game (2023) — Shadow’s Light: Tale of the Champions
- Silver Winner, Best Innovation (2021) — The Protagonist: EX-1
- Gold Winner, Best PC Game (2021) — The Protagonist: EX-1
- Indirectly: Silver Winner, Best Music PC Game (2021) — The Protagonist: EX-1

NUMIX
- Nomination (Finalist):
- Best Indie Games (2022) — The Protagonist: EX-1

Programme de soutien à l’innovation dans l’industrie du jeu vidéo (CDRIN, La Guilde, and Eidos-Sherbrooke)
- Nomination (Finalist):
- Best Innovation (2022) — LoopHole

Programme Radar (Ubisoft Entertainment)
- Nomination (Finalist):
- Best game pitch (2021) — Heroes of the Dark Prophecy

Game Developers Conference (GDC)
- Best in Play Award (2022) — Heroes of the Dark Prophecy

Xsolla/WN Dev Canada
- Winner, XDC Contest (2022) — Shadow’s Light: Tale of the Champions

Spike Video Game Awards
- Best Action and Adventure Game (2005) — Prince of Persia: The Two Thrones

Game Developers Choice Awards
- Best Action Game (2005) — Tom Clancy’s Splinter Cell: Chaos Theory
- Nominations:
- Best Music (2005)
- Best Technology (2005)

PC Gamer Awards
- Best Graphics (2004) — Far Cry
- Game of the Year (2001) — Tom Clancy's Ghost Recon

BAFTA Interactive Entertainment Awards
- Best Game (2002) — Tom Clancy's Ghost Recon

Game Critics Awards (E3)
- Nominations:
- Best PC Game (2004) — Far Cry
- Best Role-Playing Game (2003) — Grandia II
- Best Game Based on a Movie or TV Show (2000) — Donald Duck: Goin’ Quackers

Interactive Achievement Awards
- Nomination:
- Best Handheld Game (2001) — Star Wars
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