Every great journey starts with great people, and ours began 25 years ago.
As part of our 25th anniversary celebrations, we’re interviewing some of the people who helped shape Gameloft into what it is today.
This time, we spoke to the creative director of Gameloft Montréal’s upcoming Dungeons & Dragons game, Marc-André Deslongchamps. He shared his personal journey, what life and gaming looked like at 25, and the memories that left a mark.
Where were you at 25?
2007 was a huge turning point in my life. I was just promoted to technical art director on Far Cry 2 at Ubisoft Montréal, a role I would keep for the next 13 years. I won the Fallout 10th Anniversary Contest with Grim Reaper’s Sprint (it also became a Magic: The Gathering card recently!). Finally, I met the woman who would share with me this wonderful adventure that we call life, including our beautiful (if mischievous) twins a few years later.
What were you playing at 25?
Two games really stand out for me: The Witcher and Final Fantasy Tactics A2. I didn’t know much when I started playing Geralt’s adventures but being a huge fan of Dungeons and Dragons and the Supernatural tv series, I was enraptured by this taciturn monster hunter, and I ended up reading all the novels by Andrzej Sapkowski. Final Fantasy Tactics A2 was the latest sequel to my favorite game of all time, Final Fantasy Tactics. I just love the job system and the complementarity between roles.
Why gaming?
My parents bought a NES with The Legend of Zelda, and when I wasn’t inside the house playing, I was outside with a wooden sword and a backpack full of junk, going on adventures in the forests, creeks, and mountains near my house. I grew up on a steady diet of Eye of the Beholder, Master of Magic, and Quest for Glory, I just knew I wanted to create these stories. My dad, a police officer, told me much later he was initially crestfallen when I said I wanted to make video games because “these things happen so far away. It’s impossible for small boys from the countryside”, but thankfully here we are.
Most important advice?
Always keep fighting because as long as you don't quit, you haven't lost. Some days you are fighting the people that don't believe in you, belittle you, and hold you back. Other times, it's the voices inside your head saying you aren’t good enough, that you are a fraud, or that it's impossible. A bit like Aikido, you must learn to redirect that into will, motivation, and fuel for that fire that burns inside of you. Our dreams lie beyond comfort and into the unknown, so keep focused and don’t quit.
Your inspirations?
Hayao Miyazaki and Denis Villeneuve. Not only for their bodies of work but also how they openly speak about the “burden of creation” and how creating art is painful, exhausting, and full of doubt. How they’ve used their sensitivity, empathy and fragility as a strength. I was told I was too sensitive to be in a creative position, but I truly believe you can leverage that trait to tell heartfelt stories with poignant characters that will resonate with players.
Biggest challenge?
After 15 years as a technical art director, I decided to change roles and explore the creative side of making games. I can’t say my decision was welcomed by everyone or that I got a lot of support for my career change, but I knew this was what I wanted to do, and I left to pursue it.
Proudest moment?
When Gameloft Montréal was looking for a creative director to helm a new console project, my good friend Nicholas Mainville, who was the creative director on Disney Dreamlight Valley, told me to give it a shot. I got the role, pitched a few projects for over a year and finally landed my dream IP—a new Dungeons & Dragons game. I’ve been a super fan since I was a child and the amazing people at Wizards of the Coast said they could feel that passion and respect for their IP. It was the greatest moment of my career. Now I can’t wait to share our game with other Dungeons & Dragons fans, and I hope it will inspire another kid from the countryside to go into this industry and tell their stories.