The only thing Jade Raymond is good at is being hot.
A DEI hire if there ever was one she was making free money as a Token in this industry
Saw this coming a mile away. Nothing but failures from her. She was involved with Stadia, that should tell you something.
Seems you have no idea about her long career, her many big achievements and what who worked with her or for her say about her.
Before joining Ubisoft was producer of The Sims Online, which back then was super innovative and very successful. As producer she turned a failed PoP game into Ubisoft's most important and best selling IP, Assassin's Creed. She turned a failed Driver game into Ubisoft best selling new IP (which also broke some records of new IP sales as I remember in Europe) and as I remember Splinter Cell Blacklist.
Then she did stop working as game producer (so did stop working directly in games) and became an executive, was in charge of Ubisoft's new IPs when they started to work on stuff like The Division (broke also the record of best selling IP as I remember or was going to do it but Destiny got released around that time and got the record), The Crew, For Honor (you may not like these two but are very successful) or some of the small ones as I remember Valiant Hearts and that other small one with the little girl.
After building a handful very successful AAA teams at Ubisoft Montreal, was tasked on creating and leading Ubisoft Toronto, quickly grew the studio and became to work in multiple very successful AAA games at the same time both as lead or support team (a few mentioned ones plus other ones I don't remember like some Far Cry games).
Later EA hired her as SVP to create and lead Motive, which was quickly built and where made Star Wars Squadrons and Dead Space remake, a new IP that I think got cancelled after she left, and also when arrived got tasked to help saving the failing (before release) Battlefront II, in particular I don't remember which area of the game (SP maybe?).
Then Google hired her as VP and tasked her to build Stadia's first party games team. Quickly started to build a AAA team, started to publish some 2nd party games but before they were ready to publish their first internal AAA game the team was shut down by Google.
Once it happened, in less than 3 months she founded Haven hiring a good chunk of the AAA team they had at Google plus ex-Motive and ex-Ubisoft and send and got greenlighted 3 pitches to Sony.
Sony wanted them to make all 3 knowing they know how to scale multi-game AAA teams quickly but Haven decided to start doing only one of them. Shortly after got praised by Cerny and Hermen because they were progressing ahead of schedule and with a their own development technology they built that was very useful and innovative to help boost gamedev productivity.
Everybody praise her as a great problem solver and team leader, plus her ability to build new, huge and very productive and successful multi-team AAA studios, plus also helping to create top performing new AAA IP and to save failing AAA games that are close to be cancelled and not only save them but turn them into huge hits.
She isn't just a pretty face, she's an industry legend.
She didn't create shit. Assassins was the project of the guy who renewed PoP and then turned it into AC. Jade was nowhere near that level of responsibility. You have mentioned the actual reasons for this narrative.
She was the producer of the game. That role isn't creative, it's the person that manages the team that develops the game, taking care of the budgets and reaching milestones, making sure everyone has their tasks done, that solves the issues that may appear between the different teams involved and guides the team to complete and release the product, hopefully being a successful one.
One of these many people managed by the producer is the creative director, who is in charge of the creative/game design/narrative part of the game (not tech, not marketing, not production, etc). The creative director of that game was Patrice Desilet, who also was the main source of the lack of direction of the failed Prince of Persia game they were developing and was a mess that was going to be cancelled.
The game had changed too much from Prince of Persia games, so changed the producer putting her there and asked them to try to fix it and to turn it into a shippable new IP. With her not only fixed it to the point to turn it into a shippable game, it became their most successful new IP ever, and the most important IP of the company.
After Assassin's Creed, as I remember all he shipped -as creative director- is a game about monkeys that nobody played. She instead worked as (producer and later studio head or executive producer) in countless super successful AAA games and new IPs, built and leaded different teams and studios, etc.
None of them were the 'creators' of big AAA games. They were just part of huge teams who created them, each person in their role in charge of different things equally important.
P.S.: I didn't work with any of them, but met both personally. Both felt cool and very talented persons each one in their own stuff.