n Francois Renouf n Montréal, Québec n *******@*********.** n 514-***-****
Summary
n Entertainment and media industries management experience video games, visuals effects and animation for film, post-production film and video and advertising n Managed teams over 150 persons n Risk and solutions management profile-based n Good communication skills n Seeks efficiency n Addresses issues with a logical approach n Disciplined n Promotes teamwork n Assures the cooperation of the people around me to achieve the objectives n Promotes the development of skills n Positive leadership n Results-oriented Professional Background
2017 - Now Luckyhammers
- Executive Producer (March 2017 - Nov 2017)
- Head of Operations (Nov 2017 – January 2019)
- Head of Studio (January 2019 – now)
From day 1 to today, I took more responsibilities because the studio was growing fast and I had to put in place processes, policies, HR rules, etc. as needed. We went from 24 employees to 70 within my first year at Luckyhammers.
Note : When Frima closed the Montreal Studio, I brought my team at Luckyhammers and our client (Asmodee Digital) followed us.
2015 - 2017 Frima Studio – Montreal
Executive Producer
Managed and staffed the Montreal studio
2015 - 2015 Cinesite Montréal
Studio Production Manager
Cinesite offers world-class visual effects and animation from his studios in London and Montreal. Ramped-up the studio from 120 people to more then 200. 2011 - 2015 Ubisoft Montréal
Associate Producer
n Assassin’s Creed Syndicated
Design, Trade Director
n The mandate of the « Trade Direction » is to oversee the development of employees n I managed a community of nearly 300 designers.
Objective
n Maximize the impact on the achievement of strategic objectives and studio projects by prioritizing efforts to key positions, impactful and people with high growth potential n Support the development of employees to provide suitable resources to deliver expected quality
n Provide visibility into resources and ensure the assignment to optimize the match between the needs of the studio, the individual skills and the aspiration of the people n Support the development of production trades
Producer, Academia – 2011 – 2014 (each year between May to June) n Develop and implement the Academia contest and the Academia Summer School n Producer of 4 games developed in 8 weeks with University graduated students n Provide a real production experience to the students like it’s happening in the video game industry n Identify and recommend the best students for hiring n Introducing the team to Agile Method 2012 - 2014 Campus ADN
2016 - Now Producer
n Students project year-end n The objective is to develop a complete game in 15 weeks with 75 students in level design, animation and modeling n Coaching the Leads (students) with project management
2009 - 2011 Campus Ubisoft
Lecturer & Producer
n Students project year-end n The objective is to develop a complete game in 15 weeks with 75 students in level design, animation and modeling n Introduction to project management & production pipeline
2008 - 2009 Behaviour Interactive
Senior Producer
n I supervised 5 producers and 5 production teams to develop video games on Nintendo DS console. Total of 70 people. Worked in a highly creative environment and focused on a very effective project management to deliver quality games within tight schedules and budgets n Project management n Producers and staff management n Relationships with customers n Production budgets and studio operations n Study performance and productivity n Production budget tracking n Career management n Recruitment
2003 - 2008 Meteor Studios
Director of the production
n Management of all productions in the studio n Collaborate to define the scope and establish production schedules with VFX Producers and Team Leads n Monitoring budgets and production schedules n Managing 140 Artists and Technical Directors n Keep performing and motivated teams n Creating a positive working atmosphere to ensure employees retention n Member of the Management Committee, involved in the decisions affecting the operations and development of the studio n Overseeing recruitment 1998 - 2003 Technicolor, Montreal
Post-production film & video services
General Manager & Project Management Director
n Managing 3 business units n Have negotiate a collective agreement and merge two unions
(CSN & FTQ) n Develop and implement project management across the company (8 business units)
1997 - 1998 Pixcom, interactif
Director, multimedia department
n Developed a video game production - Insectia, le jeu – based on the TV series Insectia, animated by Georges Brossard
1993 - 1997 Supersuite Post-Production
- Director, multimedia
- Director, post-production & advertising services 1981 - 1993 Creative, Group Head
Advertising agencies (Caledon, Cossette, McCann-Erickson, BBDO) n Creating & producing advertising campaigns for television, radio and magazines Clients: Apple, Chrysler, Loto Québec, Provigo, Bell, Via Rail, McDonald, Desjardins, Labatt Education
Certified Scrum Master
Training with Clinton Keith – fundamental principles, practices and Scum tools that can be applied to any size of development projects
Université de Montréal
Visual Art Bachelor
Collège Jean-de-Brébeuf
DEC – Arts & Communication