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Julien Merceron

Game Credits

Business

The Tomb Raider Trilogy (2011)   (Chief Technical officer)
Lara Croft and the Guardian of Light (2010)   (Chief Technical Officer)
Championship Manager 2007 (2006)   (Worldwide CTO)
Tom Clancy's Rainbow Six: Lockdown (2005)   (Editorial Coordination)
Rayman 2: The Great Escape (1999)   (Software Studio Managers)
 

Production

Tom Clancy's Rainbow Six: Lockdown (2006)   (Editorial Coordination)
Far Cry (2004)   (Additional Onsite Production Support)
Myst IV: Revelation (2004)   (Technical Director)
F1 Racing Championship (2000)   (Software Studio Managers)
 

Programming/Engineering

Deus Ex: Human Revolution - Director's Cut (2013)   (Chief Technical Officer)
Deus Ex: Human Revolution (2011)   (Chief Technical Officer)
Deus Ex: Human Revolution (Augmented Edition) (2011)   (Chif Technical Officer)
Deus Ex: Human Revolution - The Missing Link (2011)   (Chief Technical Officer)
Just Cause 2 (2010)   (CTO)
Kane & Lynch 2: Dog Days (2010)   (CTO)
Batman: Arkham Asylum (2009)   (CTO)
Battlestations: Pacific (2009)   (CTO)
Shellshock 2: Blood Trails (2009)   (CTO)
Tomb Raider: Underworld (2008)   (Chief Technical Officer)
Battlestations: Midway (2007)   (Worldwide CTO)
Hitman: Blood Money (2006)   (Worldwide CTO)
Lara Croft Tomb Raider: Legend (2006)   (Worldwide CTO )
Rogue Trooper (2006)   (Worldwide CTO)
 

Thanks

Rayman Arena (2001)   (Special thanks)
 

Other

Lara Croft Tomb Raider: Legend (2006)   (Worldwide CTO)
 


Developer Biography

Julien started developing on the Atari Jaguar in 1993 at Shen Technologies SARL working on the 2D shoot-em-up Nexus that was eventually cancelled when the Saturn and the PlayStation were introduced. He joined Ubisoft Entertainment in 1994 and worked on programming for Rayman 1 (Jaguar and PlayStation), for POD (PC and M2), and became lead programmer on Tonic Trouble for the Nintendo 64. After having focused on Rayman 2 (Nintendo 64 & Dreamcast) and on the R&D for the PlayStation 2, Julien became the worldwide technical director of Ubisoft Entertainment in 1999. In this role, he played a major role in studios creation and organization, technology and production pipeline design, multi-platform strategy, as well as AAA features integration. He also took responsibility for middleware and development strategy, communication and cooperation strategy, and hardware manufacturers and middleware relations.

At the end of 2005, after having worked extensively on Next Generation strategy, Julien saw the opportunity to pursue his career at Eidos. He will be serving there as worldwide CTO. Julien is fond of hardware architectures, gaming technologies and algorithms; he loves designing engine features and production pipelines.

Last updated: Mar 16, 2009