. 27 years of experience in 3D
. Environments modeling, texturing and lighting on 15 game productions
. Lead artist and art direction experience on 5 game productions
. Motion Capture Director and 3D environment artist on television productions
. Specialized degree in 3D production
. University degree in Architecture
. Games: Assassin's Creed: Valhalla, Immortals: Fenyx Rising - The Lost Gods, God of War Ragnarök, God of War (2018), God of War: Ascension,Dota 2, Portal 2, Left4Dead 2, Left4Dead, Team Fortress 2, Orange box, Half-life 2 Episode 2, Tomb Raider: Legend, Diablo series, Legacy of Kain: Defiance, Blood Omen 2, Road to India, Syberia, Fort Boyard Millenium
Specialties: - Level creation
- Prop modeling and texturing
- Game style guides
- Technical Research & Development
- Game prototypes
- Elaboration of production pipelines
- Management and quality control (Art direction, Lead Artist)
I worked on 2 shipped games of the studio, God of War and God of War Ascension.
On the God of War production, I held the role of Sr Staff Environment Artist. I was the point person for the environments of several part of the game. This meant making sure the visual quality was sustained throughout the level, that the wads fit within technical budgets and that everything was completed within the expected deadlines. I was also responsible to coordinate with other departments, design, production, lighting and character art.
I worked on the 2016 E3 demo that revealed the game. I was responsible from its early start as a grey model to establish the layout of the demo, iterating the environments as the project developed. On the final product, I worked on the modeling and texturing of forest assets, on the Troll bridge arena architecture kit and shaders, and the Deer kill area. My work on this level was the assembling, the composition and the dressing of these areas. Most of the work done for the E3 demo ended in the final game.
I worked on the Caldera Bridge level from its early start as a grey model, iterating the environments as the project developed, until its final shipping stage. I created most of the architecture kit and the shaders for the level. My work on this level was the assembling, the composition and the dressing of the bridge, the towers and the exterior of the temple, while overseeing one other artist who joined me in the production stage.
My work on the Realm between Realm level was the assembling, the composition, the dressing and the lighting of the wads.
I also worked on the Freya's house from its early start as a grey model, iterating the environments as the project developed. I worked on the architecture kit and the shaders of the exterior and the interior of the house in collaboration with one other artist. My work on this level was the assembling, the composition and the dressing of the house.
As a Principal Artist / Environment Supervisor at THQ Montreal, my responsibilities were to:
• Provide the necessary tools or to develop them for the team
• Define the team pipeline
• Work closely with the Art Director to define the graphic style of the environments while being inspired by the creative direction.
• Communicate to the graphic team the expectations in terms of the level of quality and content of the sets, atmosphere, dressing, etc… through visual references and documents that describe the artistic direction.
• Work closely with the Lead designer to provide the references and tools necessary for his team to be in synch with the environment’s artistic cohesion.
• In collaboration with the Art production coordinator, establish the visual priorities and organize and maintain the communication tools.
• Provide guidelines to the Art production coordinator so he can establish the schedule
• Ensure the supervision of members of the artistic team.
• Supervise and participate in the creation of style guides as style validation and as communication tools for the design team.
• Build test scenes to validate level specific technical challenges, new technology, etc…
• Participate in the high level concept meetings with the Creative Director, the Art Director, the Lead Designer and the Principal artist – Character and provide feedback on technical feasibility, address issues, and provide concepts of the levels
• Organize the art assets sharing tool so resources can be shared between the different levels and other teams.
• Inform the team of the processes and procedures
• In collaboration with the Lead designer, Organize team playtest sessions to get feedback on graphic production; collects feedback and address issues
• Mentor other artists and share techniques and tips
As a Sr Environment Artist at Valve Software, I was responsible for establishing style guides for the environments of the various games and taking charge of level units during productions. I was also involved in the development of game prototypes for R&D purposes.
I modeled, textured and lit in-game environments and took part in pre-production art research, photo shoots and concept work
As a Sr Environment Artist at Blizzard North, I was responsible for establishing the style of the environments and executing the modeling, textures and lighting of entire game levels
As a Sr Environment Artist at Crystal Dynamics, I was responsible for establishing the style of the environments and executing the modeling, textures and lighting of entire game levels. I also took part in pre-production art research and the elaboration of style guide scenes.
As a Lead Environment Artist at Crystal Dynamics, my responsibilities were to:
• Manage and implement art vision for environments production.
• Communicate with programming staff to efficiently import art resources into game engine and develop in-house tools
• Train junior and senior artists in technical and stylistic skills.
• Create art assets alongside fellow team members.
• Execute environment modeling, textures and lighting
As a Lead Artist at Microids Canada, my responsibilities were to:
• Manage and implement art vision for environments production.
• Communicate with programming staff to efficiently import art resources into game engine and develop in-house tools
• Train junior and senior artists in technical and stylistic skills.
• Create art assets alongside fellow team members.
• Execute environment modeling, textures and lighting