Michel Ancel
Creator of Rayman
Michel Ancel created Rayman and Beyond Good & Evil at Ubisoft, becoming one of France's most celebrated game designers before departing the industry in 2020.
Overview
Michel Ancel emerged from the French game development scene to create Rayman (1995), a platformer that rivalled Nintendo and Sega’s mascots in quality. His later work—Beyond Good & Evil, the Rayman Origins revival—demonstrated range from commercial platforming to ambitious narrative adventures. After three decades at Ubisoft, Ancel left games entirely in 2020.
Fast Facts
| Aspect | Detail |
|---|---|
| Born | 1972 |
| Joined Ubisoft | 1989 (age 17) |
| Defining work | Rayman (1995) |
| Cult classic | Beyond Good & Evil (2003) |
| Left industry | 2020 |
Career Timeline
| Year | Game | Role |
|---|---|---|
| 1992 | Prototype work | Junior developer |
| 1995 | Rayman | Director |
| 1999 | Rayman 2 | Director |
| 2003 | Beyond Good & Evil | Director |
| 2006 | King Kong | Director |
| 2011 | Rayman Origins | Creative director |
| 2013 | Rayman Legends | Creative director |
| 2017 | Beyond Good & Evil 2 | Creative director (unfinished) |
The Original Rayman
Rayman (1995) arrived on Atari Jaguar before PlayStation:
| Aspect | Achievement |
|---|---|
| Visual quality | Pre-rendered sprites, parallax scrolling |
| Character design | Limbless hero, distinctive style |
| Animation | Film-quality smoothness |
| Difficulty | Notoriously challenging |
| Commercial success | Established Ubisoft mascot |
Rayman lacked arms and legs—a design choice born from technical constraints that became iconic.
Rayman 2: The Great Escape
The transition to 3D (1999):
| Innovation | Implementation |
|---|---|
| 3D platforming | Fluid movement, varied gameplay |
| Visual style | Cohesive cartoon aesthetic |
| Level variety | Flying, riding, swimming |
| Critical reception | Widely considered among best 3D platformers |
Rayman 2 was ported to nearly every platform of its generation.
Beyond Good & Evil
Ancel’s most personal project (2003):
| Element | Approach |
|---|---|
| Protagonist | Jade—photojournalist, not warrior |
| Setting | Science-fiction rebellion narrative |
| Gameplay mix | Combat, stealth, photography, racing |
| Themes | Media manipulation, propaganda |
| Reception | Critical acclaim, commercial disappointment |
The game developed a devoted cult following. Fans campaigned for a sequel for over a decade.
The Rayman Revival
After years of 3D Rabbids spin-offs, Ancel returned to 2D:
| Game | Year | Innovation |
|---|---|---|
| Rayman Origins | 2011 | UbiArt Framework, hand-drawn aesthetic |
| Rayman Legends | 2013 | Music levels, refined formula |
The UbiArt engine demonstrated that 2D animation could achieve quality impossible in the sprite era.
Design Philosophy
Ancel’s consistent priorities:
| Principle | Implementation |
|---|---|
| Visual artistry | Animation quality as priority |
| Accessible challenge | Games anyone can play, few can master |
| Character personality | Design that communicates |
| Technical innovation | New tools for new aesthetics |
Beyond Good & Evil 2
The long-awaited sequel entered development multiple times:
| Period | Status |
|---|---|
| 2008 | Teaser shown |
| 2017 | Revealed as prequel |
| 2020 | Ancel departed during development |
| Present | Ubisoft continuing without Ancel |
Departure from Games
In 2020, Ancel announced retirement from video games to focus on a wildlife sanctuary. The timing coincided with reports of workplace issues at Ubisoft, though Ancel stated the decision was personal.
French Games Industry
Ancel emerged from France’s distinct development culture:
| Context | Significance |
|---|---|
| Ubisoft origins | Brothers started in Brittany |
| European style | Different sensibilities from Japan/US |
| Animation heritage | French cartoon tradition |
Legacy
Michel Ancel proved French studios could create world-class platformers. Rayman established Ubisoft’s creative identity. Beyond Good & Evil showed ambition beyond commercial calculation. The UbiArt engine enabled a generation of beautiful 2D games. His departure reminded the industry that even celebrated creators can simply walk away.