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Welcome Back

Welcome Back

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

  • Lighting Artist

    • Lighting the entire game, including various interior and exterior locations

    • Supporting game and level design

    • Balancing performance and quality

    • Improving final image quality with post-processing

  • Technical Artist

    • Creating a fully customizable and dynamic day and night system with semi-procedural cloud system in Unreal 

    • Developing standard and special Unreal shaders for environment and characters

    • Creating various Blueprints to perform smooth transition between different lighting states

       

System Shock 2

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

  • Lighting Artist

    • Lighting the entire ship, station and space view to create tense and frightening situations

    • Supporting game and level design

    • Balancing performance and quality

    • Generating lightmaps for more than half the level

    • Improving final image quality with post-processing

  • Level Artist

    • Modelling  3D content for the levels, mainly the hall, large corridors and space view

    • Texturing 3D content with Quixel Suite

    • Integrating 3D content in the levels and respecting level design choices

  • Technical Artist

    • Developing standard and special Unreal shaders for environment and character

    • Creating specific workflow for making 3D content supporting the  Artistic Direction and technical limitations

    •  

Stratosphere

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

  • Lighting Artist

    • Creating dynamic lighting for a large environment with numerous locations

    • Making use of various fog-type 

    • Improving final image quality with post-processing

  • Technical Artist

    • Create  all game mechanics, sequences and events via Unreal's Blueprint

    • Developing every standard and special Unreal shaders 

    • Creating specific workflow for making 3D content supporting the  Artistic Direction and technical limitations

    • Integrating and validating 3D and 2D content into Unreal 4

    • Helping various team members with technical difficulties

  • Level Artist

    • Integrating 3D content in the levels and respecting level design choices, mainly the first half of the level and background islands

    • Creating various locations and compositions with limited assets

    • Assisting by modelling various elements

  •  

Lanfeust

Lanfeust

 

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

  • Lighting Artist

    • Creating dynamic lighting for an open-world style game

    • Making use of various fog-type 

    • Improving final image quality with post-processing

  • Level Artist

    • Integrating 3D content in the level

    • Working on interesting compositions in a large open world for gameplay and cinematic purposes 

    • Modelling 3D content for the level

    • Texturing 3D content for the level

  • Technical Artist

    • Developing every standard and special Unreal shaders 

       

Le Brutaliste

Le Brutaliste

 

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

 
  • Lead 3D Artist

    • Modelling 3D content for the levels, mainly architectural and modular environment

    • Integrating 3D content in the levels and respecting level design choices

  • Technical Artist

    • Building specific worflows for creating 3D content supporting the  Artistic Direction and Android technicals limitations

    • Integrating and validating 3D and 2D content into Unreal 4

    • Helping various team members with technical difficulties

    • Developing every standard and special Unreal shaders 

    • Making a flexible and animator-friendly rig for Howard

  • Project Manager

    • Setting and enforcing objectives for a team of 22 students

    • Managing 3D artists' Kanban

    • Organizing and presenting Le Brutaliste at various milestones 

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