Sebastien Ageorges - Senior Technical Director Portfolio

Sebastien Ageorges

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Senior Technical Director

AI, automation and engine architecture

I've spent 17+ years on AAA games at Ubisoft, Eidos, Tencent and Bandai Namco, starting as a technical designer and ending up as senior technical director. My background is low-level: C++, memory, GPU optimization. Today I also use it to build local LLM setups (no cloud) and agent workflows that a team can run day to day. I've led engineering spread over several sites and countries, and I'm at my best when a production is stuck on a hard technical problem. I have ADHD and I'm gifted (HPI). I think in systems, and it shows in the way I debug.

Highlights

  • Teams in several countries: I planned engineering work and headcount for mixed teams in Montreal, Europe and Asia. Those plans fed straight into production budgets and schedules.
  • Tools and automation: On large AAA productions, I built C# tools and automation pipelines that cut iteration time and paid down technical debt.
  • Local AI: I pushed for generative AI that runs on our own machines ("no cloud"), so R&D could prototype faster without risking an IP leak.
  • Under pressure: The way my brain works helps in a crisis. I also try to build teams where people who think differently can do their best work.

Leadership Philosophy

Pragmatism.

Recruitment

When I hire, I look for potential and a real technical fit, not keywords on a résumé. For senior and lead roles, I want people who can design an architecture that survives production, not people who know clean-architecture theory but have never had to fight the hardware. My technical interviews are mostly live problem-solving: I ask candidates to defend a hard trade-off, like picking one algorithm over another to win back a few milliseconds on the render thread. Communication counts as much as code. A brilliant programmer who can't document a decision or work with the art team will cost the project more than they bring.

Mentorship

I don't hand-hold. I try to make people autonomous by giving them a method. I push junior and mid-level engineers to understand what actually happens in memory and on the GPU, instead of trusting whatever engine or framework they were handed. I want them to see bottlenecks coming and to bring me a solution, not just a question. I let them make mistakes where mistakes are safe, and I stay responsible for keeping the team's infrastructure stable.

Leadership through infrastructure

I don't micromanage. My job is to set up the technical and organizational environment so engineers can get on with their work. I remove the blockers that slow everyone down, and I answer for the architecture holding together over the long run.

The 48-Hour Memory Fix

Three weeks before we had to send a vertical-slice build to investors, a big change to the texture compression pipeline broke our memory management. Dev kits crashed at random after about ten minutes of play. The team was under pressure and kept pushing local fixes that contradicted each other, and the regression got worse.

I froze every code submission that wasn't about the bug. I put three systems people in a room of their own and ran a check-in every hour where we only talked about facts and memory dumps. The CTO wanted a name to blame, so I took the problem on myself and kept the team out of the politics. By looking at how memory pages were allocated, I found a thread conflict in the rendering engine that nobody had spotted. We had a workaround patch within 48 hours and the build was stable in time, without pushing the rest of the studio into crunch.

Professional Experience

2025 – 2026

Technical Director Consultant

Self-Employed
  • Technical direction and architecture audits for game productions and other large software projects.
  • Advice on rendering pipelines, optimization and how to scale engineering work.
2025

Author

Self-Published
  • Wrote and published my autobiography, Au-delà des étiquettes, then translated it into English as No Box Fits Me.
  • It's open about mental health and neurodiversity, and about a career that never went in a straight line.
2023 – 2025

Senior Technical Director

Bandai Namco (Reflector Entertainment)
  • Performance: I set the hardware performance targets and the plan for technical risks, so the game would pass certification on every target platform.
  • People: I managed leads, engineers and designers directly, and ran hiring and headcount from start to finish.
  • Outsourcing: I set up the co-development process and the technical review rules for external vendors, so their work could be integrated without surprises.
2022 – 2023

Technical Design Leader

Tencent (TiMi Studio Group)
  • Building the department: I ran a large hiring effort and negotiated the budget and headcount.
  • Technology roadmap: I owned the roadmap and wrote shared architecture guidelines for the Unreal Engine 5 production pipelines, across regions.
2011 – 2022

Technical Director (AI / Design / R&D / Tools / Systems)

Ubisoft

Projects: Assassin's Creed (III, Unity, Odyssey, Valhalla and DLCs), Rainbow Six Siege (+ DLCs), For Honor.

  • Co-development: I designed AI and systems frameworks used by 500+ people in studios in Annecy, Barcelona, Romania and Ukraine.
  • Training: Ubisoft sent me to Annecy to train and mentor the local AI team on those systems.
  • R&D (SR&ED): I led Scientific Research and Experimental Development projects on experimental AI and meta-AI systems.
  • Workflow: I designed the production workflow end to end and led the work on in-house C# automation tools, so developers spent less time waiting.
2008 – 2011

Technical Designer

Eidos (Square Enix)

Project: Deus Ex: Human Revolution.

  • Core systems: I designed and built core gameplay tools, and scripts that tracked performance in real time.
  • Designer support: I created all the original assets the designers worked with, and backed them up with documentation, training and technical reviews.

Technical Leadership & Mentorship

2023

Consultant on an AR/VR production framework

College Thetford
2015 – 2016

Lead trainer, intermediate C# in Unity

Ubisoft La Forge (Masterclass)
2008

Instructor, technical level design and engine limits

Ubisoft Campus

Key Technical Achievements

Demoscene

A 38 KB executable with full weather effects and a day/night cycle.

Procedural Rendering

Photorealistic, physically based (PBR) scenes in GLSL, fully procedural.

Custom Engines

My own rendering engine, written in C# with OpenTK.

LLM Frameworks

A local, no-cloud LLM setup built on Llama 4, Docker and OpenWebUI, with AutoGen on top.

UI Development

Early work on a cross-platform UI menu system in Unity.

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