Introduction

For the little recap, I started in the video game Industry about 13 years ago. I had the chance to work on AAA production such as Heavy Rain, Beyond Two Souls, Horizon Zero Dawn, Ghost Recon Wildlands, and more recently on Assassin’s Creed Odyssey at Ubisoft Quebec Studio.

Today I live in Montreal where I recently joined the Team at WB Games Montreal as Senior Texture Artist on a very exciting unannounced project.

Leveling Up

I had the opportunity to work on great projects all along my career and I’m really thankful for that.

When I was in my 3D Art School 16 years ago, I could not imagine being part of huge AAA Games one day but it finally became a reality. Having the chance to work with extremely talented people years after years helped me push further my skills and develop my eye for details. The real click happened when I was at Guerrilla Games. I was surrounded by incredibly good artists like Ben Erdt, Ryan Spinney or Amir Abdaoui and I felt that I needed to work more on the side to level up.

At that time, I started to spend most of my free time working on a Sci-Fi Helmet to increase my hard surface skills in ZBrush and started to learn Substance Designer.

Since that time, I just tried to keep this rhythm by making new personal project regularly. This routine helps me to stay on track, challenge myself as an artist and develop my technical knowledge.

Working on Assassin’s Creed

I really had fun working on the latest Assassin’s Creed! My role as Senior Texture Artist was mainly to make materials for Architecture Kits like the Minoan Palace or the first civilization areas and to provide support for some Biome materials, like riverbed rocks or pavements for the cities.

I also had the chance to be the owner of the Present Day Environment and in charge of the modeling, texturing, props integration and level art aspects.

Additionally, I’ve been helping out the Character/Props Team to make weapons for the main game and the incoming DLCs.