Two different things.
Patrice being screwed over by the Guillemots in full Zampella/West fashion doesn't have anything to do with Jade's successful career.
- She set up one of Ubisoft's biggest development locations in the world, and had her team put out a banger Splinter Cell game in less than three years, while supporting the development of several tentpole projects from other Ubisoft studios.
- She set up one of the few EA studios that, alongside Respawn, have been able to make a case for their survival over the past decade, pumping out all sorts of well-received projects across a variety of franchises and genres -- Star Wars games, Dead Space remake, PVZ Battle for Neighborville, the upcoming Battlefield 6 campaign and Marvel's Iron Man; as well as all the remarkable and very interesting work that went into a Death Stranding-like nu-online new IP designed by Kim Swift (of Portal fame).
- She set up the very first Stadia internal studio in Montreal and -- just as all the other times she's established a new team -- brought together an immensily talented team of veterans from across the industry to work on games over there, as well as to break new ground on the field of cloud-computing-based development pipelines and titles.
After that, she courted Shannon Studstill, who was running Santa fucking Monica Studio at the time (and fresh off God of War's 2018 GOTY win), to run a second Stadia team there in LA, in order to take advantage of the pool of elite game development talent from the region.
On top of that, she approached renowned game creators like Hideo Kojima -- it is said that OD began life as a Stadia project -- with third-party studios.
Pretty good shit.
And in regards to Patrice, again, that was very unfortunate:
- Being escorted out of the building the very morning you showed up to work on a Monday, without any explanation for it from corporate, all while forced to adhere to a non-compete clause that prevented you to work on games for a whole year.
- Joining THQ, tasked with setting up a Montreal location for the publisher, where you were making a truly remarkable new IP, only for the company to go bankrupt just as you were about to enter full production.
- Then having your studio and project picked up by Ubisoft of all people at the THQ auction, only for them to shelve it and kick you out of the company once again, while retaining your IP for years.
Thankfully, it does seem that we'll be hearing from him -- and about 1666: Amsterdam, after he reclaimed rights to the IP as part of the settlement with Ubisoft following a lawsuit over his 2013 firing -- in the near future, as apparently Xbox Game Studios became the game's publisher a while ago and has it scheduled for a multiplatform launch sometime next year -- perhaps even as a launch title to the next-gen Xbox ecosystem of "consoles" and PCs.