Welcome Back
![]() Lighting | ![]() Lighting - Skydome | ![]() Lighting |
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![]() Lighting - Skydome | ![]() Lighting | ![]() Lighting |
![]() Lighting | ![]() Lighting - Hologram | ![]() Lighting |
![]() Day and Night System | ![]() Master Shader | ![]() Day and Night System Blueprint and Exposed Variables |
![]() Day and Night System Shader | ![]() With and Without Ingame Post-Processing |
Project Roles: Lighting Artist, Technical Artist
Winter 2016
Softwares Used: Unreal Engine 4, Blender, Adobe Photoshop
Welcome Back is a futuristic adventure game where you explore a mysterious planet using time travel game mechanics.
Tasks
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Lighting Artist
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Lighting the entire game, including various interior and exterior locations
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Supporting game and level design
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Balancing performance and quality
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Improving final image quality with post-processing
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Technical Artist
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Creating a fully customizable and dynamic day and night system with semi-procedural cloud system in Unreal
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Developing standard and special Unreal shaders for environment and characters
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Creating various Blueprints to perform smooth transition between different lighting states
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System Shock 2
Project Roles: Lighting Artist, Level Artist, Technical Artist
Fall 2015
Softwares Used: Unreal Engine 4, Blender, Adobe Photoshop, Quixel Suite
System Shock 2 is a new take on the universally acclaimed PC game System Shock 2 (1999). Done by a team of seven students in the span of two months. The action takes place in a spaceship occupied by dangerous hybrids.
Tasks
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Lighting Artist
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Lighting the entire ship, station and space view to create tense and frightening situations
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Supporting game and level design
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Balancing performance and quality
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Generating lightmaps for more than half the level
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Improving final image quality with post-processing
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Level Artist
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Modelling 3D content for the levels, mainly the hall, large corridors and space view
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Texturing 3D content with Quixel Suite
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Integrating 3D content in the levels and respecting level design choices
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Technical Artist
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Developing standard and special Unreal shaders for environment and character
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Creating specific workflow for making 3D content supporting the Artistic Direction and technical limitations
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Stratosphere
Project Roles: Lighting Artist, Technical Artist, Level Artist
Fall 2015
Softwares Used: Unreal Engine 4, Blender, Adobe Photoshop
Stratosphere is a six weeks long project, done by a team of seven students at NAD. The goal was to create an thrilling pursuit.
Tasks
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Lighting Artist
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Creating dynamic lighting for a large environment with numerous locations
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Making use of various fog-type
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Improving final image quality with post-processing
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Technical Artist
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Create all game mechanics, sequences and events via Unreal's Blueprint
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Developing every standard and special Unreal shaders
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Creating specific workflow for making 3D content supporting the Artistic Direction and technical limitations
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Integrating and validating 3D and 2D content into Unreal 4
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Helping various team members with technical difficulties
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Level Artist
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Integrating 3D content in the levels and respecting level design choices, mainly the first half of the level and background islands
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Creating various locations and compositions with limited assets
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Assisting by modelling various elements
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![]() Level Art - Lighting - Modelling | ![]() Level Art - Lighting - Modelling | ![]() Level Art - Lighting - Modelling |
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![]() Level Art - Lighting - Modelling | ![]() Level Art - Lighting - Modelling | ![]() Detail Lighting |
![]() Detail Lighting | ![]() Level Blueprint | ![]() Character Blueprint |
![]() Master Shader | ![]() Foliage Shader |
Lanfeust
![]() Level Art - Lighting - Modelling - Texturing | ![]() Level Art - Lighting - Modelling - Texturing | ![]() Level Art - Lighting - Modelling - Texturing |
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![]() Detail Lighting | ![]() Detail Lighting | ![]() Master Shader |
Project Roles: Lighting Artist, Level Artist, Technical Artist
Fall 2015
Softwares Used: Unreal Engine 4, Maya, Blender, Adobe Photoshop
Lanfeust is a three student project. The goal of this project was to recreate the universe of a comicbook with a limited numbers of assets: we chose Un, deux... Troy, first album of the serie Lanfeust des Étoiles by Christophe Arleston and Didier Tarquin.
Tasks
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Lighting Artist
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Creating dynamic lighting for an open-world style game
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Making use of various fog-type
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Improving final image quality with post-processing
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Level Artist
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Integrating 3D content in the level
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Working on interesting compositions in a large open world for gameplay and cinematic purposes
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Modelling 3D content for the level
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Texturing 3D content for the level
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Technical Artist
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Developing every standard and special Unreal shaders
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Le Brutaliste
![]() Level Art - Modelling | ![]() Ingame Screenshot | ![]() Ingame Screenshot |
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![]() Ingame Screenshot | ![]() Howard's Rig | ![]() Modular Buildings |
![]() Master Shader | ![]() Master Shader Instance |
Project Roles: Project Manager, Lead 3D Artist, Technical Artist
Fall 2014 (Preproduction), Winter 2015 and Summer 2015
Softwares Used: Unreal Engine 4, Maya, Blender, Adobe Photoshop
Le Brutaliste is a student-made Android game where you play as Howard, a crazy Montreal architect destroying everything on his path.
Tasks
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Lead 3D Artist
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Modelling 3D content for the levels, mainly architectural and modular environment
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Integrating 3D content in the levels and respecting level design choices
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Technical Artist
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Building specific worflows for creating 3D content supporting the Artistic Direction and Android technicals limitations
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Integrating and validating 3D and 2D content into Unreal 4
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Helping various team members with technical difficulties
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Developing every standard and special Unreal shaders
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Making a flexible and animator-friendly rig for Howard
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Project Manager
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Setting and enforcing objectives for a team of 22 students
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Managing 3D artists' Kanban
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Organizing and presenting Le Brutaliste at various milestones
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