
Sylvain Cornillon
Technical Director / Head of Technology with 25+ years in games, specialising in building engineering teams, reducing technical risk, and delivering complex multiplayer games
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About
25+ years of technical leadership in Games industry. Accountable for Technology success at all levels of the business. Credited in 10+ high profile games released on all platforms. Multiple years of experience with remote leadership (multi-timezone, remote teams, fully remote office).
Leadership of 100+ size teams. Versed in Production methodologies (Agile, waterfall, XP), corporate processes and best practices. Programming & Leadership experience in Client and Server Applications, Networking and AI on Multiple platforms.
Experience
Head of Technology at Steelcity Interactive (2025-04 – 2026-07)
- Transformed the programming team from Unity to Unreal development through hiring, training, and revised engineering practices.
- Grew the Engineering team from 15 to 26.
- Restructured code team management, processes, and job families to improve ownership and delivery.
- Owned code team planning and roadmapping across the project lifecycle.
- Established Unreal production practices for the sequel and spearheaded rollback networking development.
Technical Director at Quell Tech (2023-08 – 2025-04)
- Released "Shardfall", a fitness Game.
- Converted the team to LiveOps after Launch with regular 3-week releases.
- Led the development of a MetaQuest port, achieving a successful release within 4 months.
Chief Technical Officer at Bossa Studios (2012-11 – 2023-08)
Grew the studio's technical capabilities, hiring and managing the team from 8 developers up to 30. Developed the technical ability to release complex multiplayer games including proprietary backend. Fully accountable for all technical decisions in the studio, both Game and IT. As a member of the C-Suite, involved in the most critical decisions of the business, including strategy, studio steering, budget, and roadmaps. Contributed at different levels to the release of 10 products over 50+ SKUs.
- Acting Executive Producer as needed for the MMO Worlds Adrift and the Surgeon Simulator 2 multiplayer experience to support finaling, working across Product, Marketing and Production teams.
Acting Senior Producer / Acting Technical Director / Lead Programmer at Codemasters (2007-10 – 2011-11)
- Acting Senior Producer on "Bodycount". Responsible for all aspects of managing a 120-strong team. Accountable to Company executives for project progress and final delivery. Responsible for team morale, cross-team communication.
- Acting Technical Director of the Guildford Studio. Responsible for overall technical quality of the studio's software development, Programmer mentoring.
- Lead Programmer on an unreleased project. In charge of planning for and recruiting a team of 30 programmers. Leading, coaching and mentoring a new team in the development of a next generation console game engine.
Lead Character programmer / Lead AI programmer at Criterion Games / EA UK (2005-05 – 2007-10)
- Lead Character programmer on Xbox 360 & PS3 R&D
- Lead AI programmer for "Black" on Xbox & PS2
Lead AI programmer / Lead Gameplay programmer / Department manager at Ubisoft Shanghai (1999-06 – 2005-04)
Department manager of Gameplay programming in Shanghai Studio. Department creation (recruitment and training of up to 20 people). Supervised teams across 5 projects. Involved in production when needed.
- Lead PS2 AI programming: Porting of "Brother in Arms" on PS2
- Lead AI programming: "Splinter Cell: Pandora Tomorrow" on XBox.
- Lead Gameplay programming: Porting of "Splinter Cell" on PS2 & NGC
- AI & Gameplay team leader prototyping.
Gameplay programmer at Ubisoft Paris (1998-06 – 1999-06)
- Gameplay programming on unreleased project
Education
Master's-equivalent Engineering Degree in Telecommunications and Computer Science – Telecom Sud Paris (1994 – 1998)
