David Lightbown

Game Credits


Assassin's Creed: Unity - Dead Kings (2015)   (Technical User Experience)
Assassin's Creed: Rogue (2014)   (Technical User Experience Director)
Assassin's Creed IV: Black Flag (2013)   (Technical User Experience Director)
Scaler (2004)   (Technical Director)


Far Cry 5 (2018)   (Graphic Technical Director)
Assassin's Creed: Origins (2017)   (Graphic Technical Director)
Watch_Dogs 2 (2016)   (Graphic Technical Director)
Naughty Bear (2010)   (Artistic Technical Directors)
Naughty Bear: Gold Edition (2010)   (Artistic Technical Directors)
WET (2009)   (Artistic Technical Director)
Kung Fu Panda: Legendary Warriors (2008)   (Technical Directors - Art)
The Ant Bully (2006)   (Technical Art Directors)
Disney's Kim Possible: What's the Switch? (2006)   (Artistic Technical Director)
Happy Feet (2006)   (Technical Art Directors)
Teen Titans (2006)   (Technical Art Director)
FLOW: Urban Dance Uprising (2005)   (Technical Art Director)
Scooby-Doo!: Unmasked (2005)   (Technical Artistic Director)
Scooby-Doo!: Unmasked (2005)   (Technical Art Directors)
Cartoon Network Speedway (2003)   (Artists)
Le Tour de France: 1903-2003 - Centenary Edition (2003)   (Lead Artists)
Bratz (2002)   (Art Team)


Assassin's Creed: Syndicate (2015)   (Technical User Experience Director)
Tom Clancy's Rainbow Six: Siege (2015)   (Technical User Experience Director)
Assassin's Creed: Rogue (2014)   (Technical User Experience Director)
Assassin's Creed: Unity (2014)   (Technical User Experience Director)
Assassin's Creed IV: Black Flag (2013)   (Technical User Experience Director )
Tom Clancy's Splinter Cell: Blacklist (2013)   (Technical User Experience Director)
Monster House (2006)   (Artistic Technical Directors)


Mercenaries 2: World in Flames (2008)   (Special Thanks)
Kim Possible: Kimmunicator (2005)   (Special Thanks)


Watch_Dogs (2014)   (Technical User Experience Director)
Kim Possible: Kimmunicator (2005)   (Technical Artistic Director)

Developer Biography

After spending most of his formative years in his parents’ basement trying to clone 8-bit console games on an Apple IIgs, David got a job in the games industry. Since then, he has dedicated the majority of his career to working on content creation tools and pipelines.

In addition to contributing to a variety of games as a technical director, David has delivered presentations at the Game Developers Conference, Montreal International Game Summit, and Siggraph, in various cities within Canada, the United States, and Europe.

He has also collaborated with Autodesk to create product reviews, training manuals, tutorial videos, and masterclasses. In 2010, he received the Autodesk Master Award for his contributions to the 3D community.

David current holds the title of technical director at Ubisoft Montreal.

Last updated: Jan 03, 2015