Portfolio
Dishonored 2 : Environment Artist
I have worked for about 2 years on Dishonored 2 as an environment artist in Krysalide, an outsourcing art production studio teaming up with Arkane Studios on the game
I had the opportunity to create very detailed and stylised assets from A to Z, learn and apply the artistic direction and the engine constraints, and worked on every type of object : small and big props, pick ups and interactive objects, tileable textures, architecture modules, trees and plants, vehicles and creatures
For now until release of the game the pictures from the assets are only from the official released screenshots.
MARS 2030 : Environment Artist
Working on MARS 2030 as an environment artist, here is a sample of my work including rock formations and landscape textures.
Polycount Contest : Throne Room 2015
With Ludwig Dresch we took part in the 2015 Throne Room Polycount contest, and won the 6th place with our King Frog Throne
You can see the results here
Unreal Engine 4
Polycount Contest : Petrol/Blood 2014
With Ludwig Dresch we took part in the 2014 Petrol/Blood Polycount contest, and won the 1st place with our Wartoad
You can see the results here
ArenaNet Art Test
Art Test for ArenaNet : 7500 tris polycount and 1024 texture maps needed, from a creature concept
Marmoset Toolbag
Zbrush, 3DSMax
XNormal, Photoshop, nDo2
Styx : Master of Shadows – Environment Artist
I worked 4 months as an Environment Artist Intern at Cyanide Studios on Styx : Master of Shadows, a stealth/action RPG set in a dark fantasy world and developped on Unreal Engine 3
3D assets production, level building and lighting in UDK
Student Project Mermaid : Lead Artist – Creating a City
Mermaid is a final year student project I worked on in a team of 6 people at Supinfogame, including game artists Jean-Baptiste Drouet and Benjamin Guiraud
Prototype developped on Unreal Engine 3 with Oculus Rift support from october 2013 to june 2014
Tasks : Artistic direction, level building and lighting, environment art, character art, workflow creation, assets and map production planning and coordination
[see the screenshots about the architecture, the rocks, the flora and the character art]
Mermaid – Rocks
Rocks for the cliffs in Mermaid
Zbrush
Topogun, 3DsMax, XNormal
Photoshop, nDo2
Marmoset Toolbag
Mermaid – Flora
Flora made of coral and alguae for Mermaid
Materials can be switched in UDK
Marmoset Toolbag
Zbrush, 3DSMax
XNormal, Photoshop, nDo2
Mermaid – Character Art
A crab-shaped creature from Mermaid
A spider-shaped creature from Mermaid
Zbrush
Marmoset Toolbag
Zbrush, 3DSMax
XNormal, Photoshop, nDo2
11 014 tris
Hands and arms of the avatar the player controls in first person in Mermaid
Zbrush
Marmoset Toolbag
Topogun, 3DSMax
XNormal, Photoshop, nDo2
Personal Work in Progress Character
Here is a work in progress of a high poly sculpt from an ArenaNet character concept art
Zbrush and 3DsMax
Personal Work – Trident Goblin
Zbrush
Marmoset Toolbag
Zbrush, 3DSMax
XNormal, Photoshop , nDo2
3954 tris
2109 tris
Personal work – Monolith and Pillars
ZBrush
Marmoset Toolbag
ZBrush, 3DSMax
XNormal, nDo2, Photoshop
829 tris
ZBrush
Marmoset Toolbag
3DS Max, XNormal, Photoshop, nDo2
751 tris
Personal Work – Ground and Floor
Zbrush
UDK
3DSMax, XNormal, Photoshop, nDo2