Hi, I'm a Senior Game Artist working in the game industry mainly as a freelance, 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 software packages, and I highly/deeply value working with humans & artisans who love to create art from their own hands, as I do.
I work on several personal projects alone or with friends, the most important one is a fan-made kind of a game & trailer based both on the clone wars & star wars ep3 story, called "Redemption" at the moment.
And from early May 2019 to Late December 2021 I've been extremely honoured to be part of the excellent team Nukeygara, creators of the wonderful Akeytsu =)
Working on the game project Vyder as a Senior game artist, helping to shape the art pipeline for both character & environment art, then crafting needed assets.
Software used : ZBrush, 3dsmax, akeytsu, unreal engine 5
Working as a freelance 3D character artist for a TPS game shooter on unreal engine 5, involving the following skills :
- sculpting/low/retopo/uvs (ZBrush)
- bake/lighting/rendering (MarmosetToolbag)
- texturing (3D-Coat)
Worked for an unannounced project on Unity as a Senior game artist, mostly on environment/Level art
Worked on the game project Vyder as a Senior game artist, and helped to shape the art pipeline for both character & environment art.
Software used : ZBrush, 3dsmax, akeytsu, unreal engine 5
Worked for an unannounced project on Unity as a Senior game artist, mostly on environment art. My roles were :
- sculpting (ZBrush)
- blocking/lowpoly modeling/retopo/uvs (ZBrush/3dsmax)
- bake (MarmosetToolbag)
- texturing (3D-Coat)
Worked as a freelance 3D character artist, mainly on skins but also on new basemeshes for a TPS game shooter on unreal engine 5, involving the following skills :
- sculpting/low/retopo/uvs (ZBrush)
- bake/lighting/rendering (MarmosetToolbag)
- texturing (3D-Coat)
Worked on an asset for a book cover in order to provide highly detailed renders. I did :
- sculpting/low/retopo/uvs (ZBrush)
- bake/lighting/rendering (MarmosetToolbag)
- texturing (3D-Coat)
Worked on the game "Cryptical Path" as a Senior 3D game artist. I was tasked on doing props :
- sculpting (ZBrush)
- low/retopo/uvs (ZBrush/3dsmax)
- bake (MarmosetToolbag)
- texturing (3D-Coat)
Worked on the game Vyder as character artist, rigger/skinner & animator. My roles were :
- sculpting (ZBrush)
- low/retopo/uvs (ZBrush/3dsmax)
- bake (MarmosetToolbag)
- texturing (3D-Coat)
- rig/skin/anim (akeytsu)
Worked as a freelance on environments & props art using ZBrush/3dsMax/3DCoat/Unreal Engine 5, from sculpt to integration, shading, texturing...etc, for the game project "Faeborne"
Worked as a freelance on 3 creatures for realtime purposes, from sculpt to texturing closely following concept arts, for the game project Faeborne
I was in charge of creating 3D busts with a small team of character artists I had to mentor and help on a short-end project, final purpose were renders using Unreal Engine 5.
I also established a production pipeline to answer all needs, and was in charge of the whole integration (import/optimization/shader creation/scene lighting & render setup) and did the bridge with both the client and the programmer
- showcasing Akeytsu @GameCamp, Lille (FR)
- showcasing Akeytsu @DevCom, Köln (DE) 2019,2020
- showcasing Akeytsu @GIC, Poznan (POL)
- Teaching Akeytsu in 2 masterclasses @École Émile Cohl, Lyon (FR) 2019, 2021
- Teaching Akeytsu in one week masterclass @e-ArtSup, Lyon (FR) 2020
- Providing blog articles, support and promotional shots made with Akeytsu
- Helping on R&D (features, improvements, testing...)
- Animating characters/props
- creating/concepting Characters (including but not limited to : conceptart, modeling, UVs, bake, texturing, rig, skin, and animation)
"Star Wars - Redemption" is a fanmade project inspired mostly by the clone wars TV show and, of course, star wars universe. The project may take place between Ep2 & Ep5 or more, I'm not done yet with the story but bold storylines are set.
The game takes its inspiration from 3D platformers like Rayman 2 & 3 and The Force Unleashed game series, and also offers space combats on various environments
I make Star Wars-Redemption alone most of the time and on all fields (ranging from conceptart to animation, blueprints, vfx, ...etc, you name it) with the kind help (at some point & when possible) from :
- Thomas Chaumel/Steven Ménager (Animation) ;
- Fantin Gislette/Alexandre Cheremetieff/Thibaut Hunckler/Laurent Dessart (Blueprint/Game Design) ;
- Anthony Daneluzzi (VFX & Technical Art consulting)
NB : 'Square Phoenix" is our little 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 Gear Club Unlimited 2 on Nintendo Switch/Unity as Environment/Props Artist. I had to do mostly optimization of existing models and modeling/texturing new assets ranging from small props to big environments, and assemble pieces together in Unity
I worked on a teaser of the "Ouroboros" game project as a freelance artist with Anthony Daneluzzi, teaser was made with Unreal Engine 4. I worked on ConceptArts / Environments / Character / Character & Camera Animation / Compositing / Soundtrack (just arranging)
I worked on RoboQuest prototypes for RyseUp Studios as a freelancer. 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 principal EnvironmentArtist/LevelArtist/PropArtist/TextureArtist, ConceptArtist, and did a few things in technical art field such 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.