Hi, I'm a CG artist working mainly in the game industry, I love doing both ConceptArt of characters & environment, and I always enjoy doing some 3D handpainted or PBR models =)
I'm always focused on improving my skills or discovering new techniques and awesome softwares
I work on several personal projects alone or with friends, the most important one is a kind of a fan-made game based both on the clone wars & star wars ep3 story, called "Redemption" at the moment
And since early May 2019 I'm proud to be part of the excellent team Nukeygara, creators of the wonderful Akeytsu !
I started this project years ago ( December 2012, with Mevenn's first concept =') ), but things really started december 2016. Now that we have a working game project on ue4, we can add cool stuff each days to bring this game to life. I work with Fantin Gislette ( GameDesigner/Bluprint prototyper/Programmer ), Thomas Chaumel ( Animator ), Steven Menager (Animator, GameDesigner), and Anthony Daneluzzi (VFX, Technical Artist). I do all the rest ( Conceptart, Rig/Skin, Environments, Characters, Textures, Integration, Levelart...and project's management/art direction ) and support other fields when needed
NB : 'Square Phoenix" is our team's name, not a studio =)
I did two exclusive skins ordered by I From Japan (https://www.i-fromjapan.com) for an upcoming game. These skins (GroundBreaker and Cyborg) were based on Syblast. Working with such a great company was a really fresh experience to me, and gave me the chance to better my skills as a character artist.
Game published by Sony Music Entertainment
I had the pleasure to work with the team behind Akeytsu as a Character Artist during a short period of time, I worked first on a character who then became Syblast, and on a bust for supporting their new Blendshape's system (Based on the awesome SkySurfer by Sergei Katsukov)
I worked on an unannounced project on Nintendo Switch/Unity as Environment/Props Artist. I had to do mostly optimization of existing models and modeling/texturing assets ranging from small props to big environment ones, and Levelbuild pieces together in Unity
I worked on an unannounced project as a freelance artist with Anthony Daneluzzi. I worked on Environment/Character/Animation/Compositing/Soundtrack
I worked on an unannounced project for RyseUp Studios, as a freelance. I mostly did environment, and if needed character stuff in 2D ( ConceptArt, paintover, texture... ) and 3D ( Modeling, sculpt, baking ). I also worked on The Burning Descent VR as main EnvironmentArtist, ConceptArtist, main TextureArtist, main LevelArtist, Weapon/PropArtist and did a few things in technical art fields surch as shaders/integration in ue4. In addition to this job and still for RyseUp, I did some works ordered by Eden Games and other customers.
I started my work at Kenzan on promotional stuff for Omega ( swiss made watches ), on some diferent brands from them like "Orbis", "Dark side of the moon", and "Sochi 2014". Most of the videos I've made for their was displayed into an "holographic" viewer, and I handle most of the technical or artistic related stuff on it, except some VFX ( when it comes too technical for me, like krakatoa or realflow, which I don't know how to use for now ). Then I worked as an Environment Artist on "Teo et Leonie" ( a TV serie project under the Unreal Engine 4 ). Back home, and along these two years, I always liked to work to improve myself as I can't do the way I'd like at Kenzan.
I did some LowPoly Modeling/Texturing ( Handpaint Workflow ) for the 2D plateformer game HeartZ.