MISSION
Servo Games is the culmination of several years of careful planning by Alex Drouin and Luc Tremblay, two award-winning Video Game Developer veterans from the highly-renowned Montreal scene. Alex and Luc join their complementary skill-sets to create high-quality Video Game Intellectual Properties under their own Creative Leadership. Their games focus on short, single-player atmospheric experiences with top-tier visuals, industry-defining character animation and meticulously refined controls. With their extensive network of contacts in the industry, they establish collaborations and partnerships to complement their core skills with expertise from the best of the best. They use Unreal Engine as their development platform of choice, aiming at digital deployment on current-generation consoles and PC.
TEAM
Alex is a pioneer of Montreal’s Video Game development industry. He joined Ubisoft’s Montreal studio from day one in 1997 and, after a few successful projects and helping to kick off Ubisoft’s New York studio, he led the Animation Direction for two of Ubisoft’s main franchises, Prince of Persia : The Sands of Time and Assassin’s Creed. He worked closely with programmers and led his teams of animators to create industry-redefining animation technology and esthetics. He later went on to help build THQ’s Montreal studio and, upon its demise, was absorbed back into Ubisoft, where he mainly directed the animation for Child of Light and an unreleased title. He left Ubisoft again in 2015, joining up with Luc Tremblay to assist their friends with building Panache Digital Games’s highly ambitious project, Ancestors : The Humankind Odyssey, up until its release four years later.
Alex has a profound understanding of human movement and has demonstrably converted this comprehension into very high quality key-framed animation. He is very comfortable with severe technological constraints, transforming them into a canvas for the creation of critically-acclaimed animation works. He keenly realizes the importance of a player’s enjoyment of a character’s controls and therefore applies many efforts to create a clean balance between animation responsiveness, weight and motion-to-motion sequencing.
Alex has a profound understanding of human movement and has demonstrably converted this comprehension into very high quality key-framed animation. He is very comfortable with severe technological constraints, transforming them into a canvas for the creation of critically-acclaimed animation works. He keenly realizes the importance of a player’s enjoyment of a character’s controls and therefore applies many efforts to create a clean balance between animation responsiveness, weight and motion-to-motion sequencing.
Luc joined the industry in 1999 at Microids Canada as a Technical Level Designer. His schooling in Software Engineering, complemented by his ever-growing self-taught skills, led him to rapidly become a full-fledged Game Engineer. He eventually joined Ubisoft’s Montreal studio, where he developed the ship controls for Star Wars : Revenge of the Sith, a launch title for the Nintendo DS. Intrigued and impressed by another team’s Prince of Persia : Sands of Time project, he joined their spin-off team, Assassin’s Creed, during its pre-production. He was assigned to the main character’s animation and gameplay team, where he met Alex Drouin. Together, they designed and implemented the fight choreography technology, among many other things. He eventually joined Alex again at Panache Digital Games, where they learnt to work together within the Unreal Engine platform, up until they founded Servo Games.
Luc has been writing video game code since before he could write a full sentence in his native French. He has dedicated all of his life to his trade and has been constantly anticipating and preparing the direction of his own full-on creations. Throughout his career, Luc has been developing his skills on every manner of technical aspect related to his craft. He is comfortable designing and creating tools that he and others can then use to ship successful games. He has become an expert of the C++ and C# languages, as well as familiar with an array of other languages and tools pertaining to his and his co-workers’ needs. While he is comfortable and proven successful with aspects like game design, software architecture, tools programming, IT and many more such technical endeavours, he has, through experience, developed a specialization for character animation and physics technology. |