Talent Play Zone -#Issue 24 🎮

From French game student to Senior LD at Ubisoft Canada: Quentin’s Return on Experience

Welcome to the 24th issue of Talent Play Zone!

I’m Matteo, gaming recruiter and the voice behind this newsletter. In Issue 23, I promised to share two perspectives: one of fast growth, the other of long-term leadership. This issue is the first part of that promise, focused on ambition and adaptability.

Today we spotlight Quentin Chailleux, Senior Level Designer at Ubisoft Montréal. In just five years, he grew from QA at Green Panda Games to Senior at Ubisoft, with stops at Behaviour Interactive and mentoring at Campus ADN. His path shows how curiosity, persistence, and collaboration across disciplines can accelerate growth in the gaming industry.

What This Issue Unlocks

Fast growth is possible. Quentin grew from student to Senior Level Designer in just over four years.• Collaboration makes you stronger. Caring about artists, programmers, and other crafts makes your own work sharper.• Mentoring pays back. Sharing knowledge with others forces you to clarify your ideas and accelerates your growth.• AI is the next reality. Whether you like it or not, adapting to new tools is how you stay relevant.

From IIM and NAD to Prince of Persia:

Quentin’s fast climb to Senior LD

Quentin’s route is clear and focused. Studies at IIM in France, an exchange at NAD in Montréal, then QA at Green Panda Games to see how teams actually ship. Level Design at Behaviour Interactive to turn craft into delivery. Senior Level Designer at Ubisoft Montréal on Prince of Persia: The Sands of Time Remake to deepen impact.

The constant thread is production awareness and respect for partner disciplines. Quentin does not just build spaces. He builds with lighting, VFX, art, audio, and tech in mind. His personal projects follow the same approach with small scope, clear intent, quick iteration, and clean handoffs that help others shine.

Quentin’s Blueprint for Growth

Thriving in Clarity and Ambiguity

Question: What is something you learned about level design once inside the industry?Answer (Quentin): Every project is different, and I am not talking about the kind of game but the way the production is managed. Sometimes you will have a lot of information to help you, and sometimes you will have to figure out by yourself what the direction really wants.

Quentin’s tip: Ambiguity is part of the craft. The faster you adapt to it, the stronger you become.

Designing Beyond Your Own Work

Question: One practical thing aspiring level designers can do to stand out?Answer (Quentin): Caring to provide a good game, not only a great level. I see a lot of people caring more about what they do and not about how we are going to create a great production. We have to care about the work of the Level Artist, the VFX Artist, or the Lighting Artist. If you know what their needs are, it will be easier for you to adapt your layout.

Quentin’s tip: Great level design is not solo work. It is about creating something every craft can build on.

Growing Fast Through Proactivity and Mentorship

Question: How did you grow to Senior in just 5 years, and what is your tip for others?Answer (Quentin): I think it is being an active person that helped me to grow that fast. I always try to help others and adapt my work to make sure everyone is in the best condition to deliver the best they can. Being proactive made a big difference. Also, as a mentor at Campus ADN, I learned a lot myself. Mentoring pushes you to clarify your ideas and makes you grow as a professional.

Quentin’s tip: Be proactive, build trust, and remember that teaching others also grows you.

Adapting to the Future with AI and Tools

Question: One tool or tech you recommend aspiring designers learn now?Answer (Quentin): I am sad to say that but AI is the future and we need to adapt to that. Right now there are a lot of tools in Unreal or other engines that we need to learn to keep in touch and stay updated.

Quentin’s tip: Whatever your opinion, AI is not optional. Staying updated is how you stay relevant.

Curiosity Beyond Level Design

Question: One general lesson about persistence, mindset, or collaboration?Answer (Quentin): Learning from people outside of Level Design was the most interesting thing I have experienced since I started to work professionally. At one point, it will be hard to learn new things as LD. I think the next step is to start to learn other jobs to improve collaboration and adapt even better in my work.

Quentin’s tip: Curiosity for other roles makes you a stronger designer and a better collaborator.

Focus Now, Adventure Next

Question: What is next for you, and where can people follow your work?Answer (Quentin): Right now, I’m fully focused on Prince of Persia: The Sands of Time Remake, giving it my full attention. After that, I’ll see what the next adventure looks like. If you’d like to follow my journey or connect with me directly, you can find me on LinkedIn.

Quentin’s tip: Focus builds momentum. One adventure at a time.

When Experience Turns Into Insight

Quentin’s story proves that seniority is not just about years on a résumé. In five years, he has shown that maturity, curiosity, and ambition can accelerate growth when paired with a real understanding of production.

Design with others in mind. Growth accelerates when your choices consider artists, programmers, and every craft you touch.• Teach to learn. Mentoring is not just generosity; it sharpens your own thinking and raises your bar.• Adapt to reality. AI is part of the next chapter; those who stay current will stay ahead.

From Quentin, we learned that passion opens the door, but what keeps you moving forward is curiosity for other disciplines, a willingness to help, and the courage to embrace change.

What’s New in the Gaming Industry?

When Nostalgia Meets the Future: Gamescom 2025

Gamescom 2025 delivered a mix of safe blockbusters (Call of Duty, WoW, Lego Batman) and bold swings (Sekiro anime, Deadpool VR, surreal titles like Keeper). It’s shaping up to be a year where nostalgia meets fresh ideas, and for me, the best announcement was World of Warcraft: Midnight, which takes us back to Quel’Thalas with a Void invasion and long-awaited player housing.

Here are the major announcements from the event:

  • Call of Duty: Black Ops 7 – launches Nov. 14 with a hallucinogenic, replayable campaign, big Zombies mode, and future combat setting.

  • Onimusha: Way of the Sword – Capcom revives the classic series after 20 years, with action gameplay that’s not a Soulslike.

  • World of Warcraft: Midnight – 11th expansion returns to Quel’Thalas, introduces Void invasion and player housing.

  • Black Myth: Zhong Kui – the next entry in the hit series, following last year’s Wukong success, rooted in Chinese mythology.

  • Sekiro animeSekiro: No Defeat announced, a hand-drawn Crunchyroll series adapting the game’s story.

  • Fallout (Prime Video) – Season 2 trailer confirms Dec. 17 release with Deathclaws.

  • Lego Batman: Legacy of the Dark Knight – new open-world Lego Batman game, mixing Arkham-style combat with Lego humor.

  • Pragmata – Capcom’s long-awaited sci-fi shooter impresses with puzzle-combat mechanics.

Hollow Knight: Silksong’s Surprise Release Shakes Indies

Team Cherry shocked the industry by announcing that Hollow Knight: Silksong will release on September 4, 2025, giving just two weeks’ notice after years of silence. With more than 15 million copies of the original sold, Silksong is one of the most anticipated indies ever, and its sudden drop has disrupted the September calendar.

Within 24 hours, multiple smaller games shifted out of its path. CloverPit and Aeterna Lucis delayed immediately. Baby Steps was pushed back two weeks. Little Witch in the Woods moved to September 15. Megabonk shifted to September 18. Demonschool made the biggest change, delayed to November 19, with its publisher calling the short notice “cruel.”

For indies, launch-week visibility is everything. Silksong’s shadow-drop means word of mouth, press attention, and coverage will now concentrate almost entirely on one title, leaving others sidelined.

Last Chance to Try Sonic Racing: CrossWorlds

Sega’s new racer Sonic Racing: CrossWorlds is launching on September 25, but you can still try it early in the Open Network Test which ends on September 1 (PT) or September 2 (ET, UK, Japan).

The beta includes nine tracks, seven unique CrossWorlds, 12 characters like Sonic, Knuckles, and Shadow, plus 21 vehicles and 42 gadgets to customize your playstyle. On August 31 there is also a special Joker Festival event where Persona 5’s Joker makes an appearance.

It is fully cross-play with Grand Prix, Time Trials, and online World Match available. If you read this in time, download it free on PS5, Xbox Series X|S, Switch, or PC and give it a spin. If you miss it, keep your eyes on the full release this month which is shaping up to be a big one.

Fun Fact

💡 What’s Coming Next

The promise continues. The second story arrives in Issue 25.

Last time, Quentin showed us how ambition, adaptability, and curiosity can speed up growth early in a career.

Next, we shift to the other side of that promise: the perspective of a design leader who has spent years inside ambitious studios, building systems, guiding teams, and collaborating with influent people shaping the industry.

Expect stories that reveal:• What design leadership really means on major productions• How cross-discipline collaboration raises the quality of games• Why resilience and adaptability are the only true constants• What you can take from this journey to sustain your own growth

The first story proved how fast growth can happen. The second shows what it takes to keep going when the stakes are higher and the spotlight is brighter.

👉 If this story inspired you, let’s connect. You can DM me on LinkedIn or Instagram to share your own path, ask questions, or just join the conversation. Talent Play Zone is a community, and your voice belongs here too.

Keep showing up with intention.

See you in two weeks!

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