Personals Projects
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Space Hornet is a game I am currently working on (with Bastien Chapuis at the programming). It's a big upgrade of Ultimate Space Battle. I am working on all the visuals of the game : model, texture, skin/rig, animations, shader, environements, characters...
For me it's also a way to discover shader writing through Shaderlab and CG in Unity 5. |
With this scene, I wanted to create a mystical environement with rough textures but detailled assets. So I've modeled a kit-bashing of ornemental shapes to improve my productivity. Also, it was the opportunity to learn a bit about furniture history.
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My first encounter with a Physically Based Rendering/Shadering workflow was with this project. The main idea of this scene was to grab references about gothic architecture and create a building. I've developped a synergetic workflow with all the softwares I've used (Maya, ZBrush, Substance Designer...) to realise this environement.
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My first game after getting out of school. I've used a lot of skills that I've acquired during my training at Créajeux. I've developped it with my co-worker Bastien Chapuis. I was in charge of designing and creating all the assets of the game. I've also realised the menus and the shaders (with Shader Forge, a plugin for Unity 3D).
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Contest |
Ninja momie is a game I've developped during my first year at Créajeux with a small team for the contest "Hits Playtime", organized each year by the newspaper "Le Monde".
I was in charge of creating a consistent artistic direction for the project. I've also designed and animated the main character, and created some assets for the game. I've learnt a lot about team work, pipeline production, game and level design. With Ninja Momie we've won the "Coup de Coeur" price of the panel. |
Training |
Training Créajeux
2012 - 2014 Cinematic Departement |
Créajeux is the school where I've learnt a lot about softwares and production in the video game industry, as we were working with the programmers section to developp games. I've learnt how to model & sculpt in 3D softwares, unwrap, rig, skin, animate and texture meshs.
In the cinematic section I've also aquired knowledge about compositing & lighting, video editing, writing scripts and storyboards... Skills that I've put into practice with the cinematic Left Behind. |
Softwares
- Autodesk Maya
- Unity 5 - xNormal - Pixologic zBrush - Adobe Photoshop - Substance Designer - Tortoise SVN - Unreal Engine 4 - Quixel Suite - 3DS Max |
Languages
French - Mothertongue
English - Working |