Located 100 meters away from the Louvre and right around the corner from Paris’s little Tokyo, Ikimasho is formed by craftsmen who flourish in our culture and bolster it each in their own way, to ultimately make our collective mark in VR.
Arnaud is part of game-team 1. He is a remarkable character artist and an outstanding generalist, whose work on our first game ranges from concept art to final integration. A soft-spoken person, he can be seen chuckling as he still decides what joke to write about himself on here.
Barbara spearheads our efforts to define the grammar and UX of VR games. She was the Just Dance Choreography Director for 6 years and has had quite an influence on the French dancing scene, founding one of the nation’s first 100% female hip-hop dance companies.
In addition to being a game programmer, Caroline also explores new paths in UX with Barbara. She previously worked at Quantic Dream as a programmer on their UI systems on multiple platforms. As a fan of tuned cars, we suspect she only joined because of our logo.
Cherif is striving daily to give accessible, comprehensive tools to the game-teams and achieve the highest abstraction level for them, carefully driving his entire coding team out of a job once this glorious day finally comes. Until then, he will find a way to squeeze any tech he finds “stylée” into our games.
Didier hates purple. He owns the art direction of our first game, in which there is no purple. He also helps us define core art and UI principles for all our future games. His career is as striking and comprehensive as any artist could dream of, ranging from Disney animated films to miniatures, comics, and video games. Also, he’s quite vocal about his hate of purple.
Principal Game Designer
Always up for a healthy debate of ideas, Florent owns the creative and design vision of our first game and thrusts game-team 1 forward every day. Previously, he worked on the hit mobile franchise Brave Frontier and on Just Dance.
Gaëlle Perrée is part of game-team 1. She specializes in 3D, bringing vegetation and environments to life. Her years spent in graphic design agencies prove invaluable in the production of presentation and marketing assets.
Johan is part of game-team 1 and specializes in environments. As a brilliant generalist, he captures the essence of our first game in concept art and takes it all the way to final integration. He graduated top of his class at ISART.
Kurt lives and breathes to create worlds that both resonate with the issues facing today’s generations and inspire individuals to take destiny into their own hands. He leads our efforts to build worlds players will be longing to go back to for years. He has developed IPs for Ubisoft, Atari, Cap Com and Cyanide, among many others.
Louise is assisting Florent in producing and integrating content for our first game. She’s a game designer. Her dad is not entirely sure what that means. But that’s ok, he’s a film producer and no one really knows what that means, either.
Morgan is part of game-team 1 and specializes in gameplay. His years porting adventure games like Atlantis and Syberia to mobile is where he honed his skills. He also acts as a sanity check for Cherif’s tech enthusiasm.
Co-founder & President
In a former life, Olivier produced feature films, where he learned to deal with the cash, the flow and all the fun in between. He’ll gladly answer the most annoying questions but will feel more comfortable addressing them through an Excel sheet. He grew up fond of Cyan and Sega and has changed little since. Except for the Excel skills maybe.
Pauline is part of game-team 1 and specializes in texturing and lighting and has a cunning eye for 3D. She’s also quite good with Substance. You’re probably familiar with her work if you’ve ever used the software; it’s on the loading screen.
Sammie is an expert at building communities who are so happy they’ll evangelize your product for you: happy coffee-connoisseurs all over the US for Philz, happy dancers globally for Just Dance, and now happy VR-enthusiasts for Ikimasho. For us Frenchmen, her unwavering enthusiasm is a daily struggle.
Co-founder & CEO
Yann finds a lot of meaning in trying to make a mark in VR games and even more so in building a culture that allows the team to get there. On the way, he tries to apply some of Clausewitz’s wisdom and finds that the fellow was annoyingly smart. His years at BUF, the French Touch of VFX, are probably where a lot of this crystallized.