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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.

JaguarPlayStationpcgamecube game-designersubisoftfrance 1972–present

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

AspectDetail
Born1972
Joined Ubisoft1989 (age 17)
Defining workRayman (1995)
Cult classicBeyond Good & Evil (2003)
Left industry2020

Career Timeline

YearGameRole
1992Prototype workJunior developer
1995RaymanDirector
1999Rayman 2Director
2003Beyond Good & EvilDirector
2006King KongDirector
2011Rayman OriginsCreative director
2013Rayman LegendsCreative director
2017Beyond Good & Evil 2Creative director (unfinished)

The Original Rayman

Rayman (1995) arrived on Atari Jaguar before PlayStation:

AspectAchievement
Visual qualityPre-rendered sprites, parallax scrolling
Character designLimbless hero, distinctive style
AnimationFilm-quality smoothness
DifficultyNotoriously challenging
Commercial successEstablished 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):

InnovationImplementation
3D platformingFluid movement, varied gameplay
Visual styleCohesive cartoon aesthetic
Level varietyFlying, riding, swimming
Critical receptionWidely 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):

ElementApproach
ProtagonistJade—photojournalist, not warrior
SettingScience-fiction rebellion narrative
Gameplay mixCombat, stealth, photography, racing
ThemesMedia manipulation, propaganda
ReceptionCritical 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:

GameYearInnovation
Rayman Origins2011UbiArt Framework, hand-drawn aesthetic
Rayman Legends2013Music levels, refined formula

The UbiArt engine demonstrated that 2D animation could achieve quality impossible in the sprite era.

Design Philosophy

Ancel’s consistent priorities:

PrincipleImplementation
Visual artistryAnimation quality as priority
Accessible challengeGames anyone can play, few can master
Character personalityDesign that communicates
Technical innovationNew tools for new aesthetics

Beyond Good & Evil 2

The long-awaited sequel entered development multiple times:

PeriodStatus
2008Teaser shown
2017Revealed as prequel
2020Ancel departed during development
PresentUbisoft 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:

ContextSignificance
Ubisoft originsBrothers started in Brittany
European styleDifferent sensibilities from Japan/US
Animation heritageFrench 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.

See Also