Servo Games
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WHO WE ARE

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A TEAM.

A SHARED HISTORY.
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A NEW CHAPTER.

The founding team of Servo Games brings together over two decades of collaboration and more than 80 years of combined experience across AAA and INDIE development. Having first worked together in the late 90s in small, hands-on, multidisciplinary teams, they built a shared foundation rooted in collaboration, versatility, and a deep understanding of game production.

Since then, they have contributed to some of the industry’s most recognized franchises, including Assassin’s Creed, Prince of Persia, Rainbow Six, Far Cry, Batman: Arkham, and Watch Dogs, collectively representing tens of millions of units sold worldwide.


Largely founder-funded, with support from Montreal-based angels and backing from the CMF for its current project, the studio operates with a strong focus on execution, independence, and long-term vision. Their combined expertise spans design, animation, engineering and art, enabling them to build cohesive player experiences where gameplay, feel, and world design are built together, not in silos.
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MISSION

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Servo Games builds game experiences around one thing


​A CLEAR PLAYER FANTASY

WE DEFINE WHAT THE PLAYER SHOULD FEEL 

then craft and orchestrate every layer around it

- controls, animation, technology, and visuals -
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until it feels precise, responsive, and cohesive

WE OPERATE AS A SMALL SELF FUNDED, HIGHLY ALIGNED TEAM

Fewer layers
Faster decisions
Focus on what matters
and a relentless focus on what actually matters in the experience

OUR BACKGROUND IN AAA PRODUCTION SHAPES OUR STANDARDS

not our structure.

BUILT IN UNREAL ENGINE 5

​for PC and current-generation consoles
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TEAM

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ALEX DROUIN

Cofounder - Animation Director
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Alex is a pioneer of Montreal’s video game industry. He joined Ubisoft Montreal at its inception in 1997 and went on to lead animation direction on two of the company’s most iconic franchises: Prince of Persia: The Sands of Time, an award-winning game widely recognized for its innovation, and Assassin’s Creed, whose animation systems and parkour movement went on to influence industry standards for player control and responsiveness.

Working at the intersection of animation and technology, he built and led teams that helped redefine character movement and player feel in modern action-adventure games.
In 2015, after directing animation for Child of Light, Alex transitioned to the independent scene, joining Panache Digital Games to help bring the ambitious Ancestors: The Humankind Odyssey to life.
Deeply involved in every stage of development, from early concept to final debug, Alex brings a holistic understanding of game production. His work focuses on the feel of character control, aiming for a precise balance between responsiveness, weight, and fluid motion.
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​LUC TREMBLAY

 Cofounder - ​President - Creative Director
Director of Technology
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Luc Tremblay joined the video game industry in 1999 as a Technical Level Designer at Microids Canada, where he worked alongside Benoit and Dany. With a background in software engineering and a strong self-taught foundation, he quickly transitioned into a game engineering role.

After joining Ubisoft Montreal, he worked on Star Wars: Revenge of the Sith for the Nintendo DS before moving to the original team behind Assassin’s Creed during pre-production. As part of the main character animation and gameplay team, he collaborated closely with Alex Drouin to design and implement combat choreography systems that contributed to the game’s signature feel.

He later reunited with Alex at Panache Digital Games, where they deepened their collaboration within Unreal Engine before founding Servo Games.

A lifelong programmer, Luc has developed a broad and practical expertise across game engineering, from gameplay systems and software architecture to tools development. His work specializes in character animation and physics technology, with a focus on building robust systems that enable responsive, believable player interactions.
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DANY MARCOUX

​ Cofounder - Art Director
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Dany Marcoux is an experienced art director with over 20 years of experience shaping large-scale game worlds. He began his career in 1999 at Microïds, a small, indie-style studio where he worked alongside Benoit Richer and Luc Tremblay, developing a hands-on, multidisciplinary approach to game development. At Ubisoft Montreal, he contributed to Far Cry 2 and served as Assistant Art Director on WATCH_DOGS and WATCH_DOGS 2, helping define their distinctive, realistic urban environments.

He builds believable, high-density worlds by bridging art direction and production, working closely with design and engineering to deliver cohesive, production-ready environments at scale. His work ensures that environments not only support visual storytelling, but also enhance gameplay readability and player navigation.
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BENOIT RICHER

Cofounder - Game Director
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Benoit Richer is a Game Director with over 28 years of experience shaping gameplay on major franchises such as Rainbow Six, Far Cry, Batman: Arkham, and Assassin’s Creed. He started his career at Ubisoft in 1998 Montreal before joining Microïds in 1999, a small, indie-style studio where he worked alongside Luc Tremblay and Dany Marcoux, developing a hands-on, multidisciplinary approach to game development that still defines his work today.

He designs gameplay systems where combat, stealth, movement, and world system interactions work together to create clear, responsive, and engaging player experiences, aligning design, animation, and engineering to ensure cohesive execution. His work spans action-adventure, open-world, and both first- and third-person shooters, giving him a strong command of moment-to-moment gameplay across a wide range of player experiences. His strength lies in turning vision and complex ideas into clear, playable results that hold up in production.

He has also taught level design and game direction at NAD, Interdec, Polytechnique Montréal, and ÉTS, and has served as a design jury member at the Montreal International Game Summit.
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