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Detroit : Become Human

Lighting artist Environment and cinematic lighting, optimization and participation in tools development Quantic Dream is a French video game developer based in Paris, France, founded in 1997. They are well known for their interactive drama story based games such as Heavy Rain and Beyond: Two Souls and recently, Detroit : Become Human. I worked on Detroit : Become Human, from Mars 2016 until its release, in May 2018. I had different tasks on this project :► Creating lighting and atmospheres for different scene of the game, at different stages of the development (pre-lighting, polish, optimization) : Direct and indirect lighting, global illumination and some post-process effects► Scripting events to create lighting effects► In charge of the close-up lighting of several scenes► Taking part of the development of different tools and pipeline used during the production► Calibration and various retakes of the shading of the environments► Optimization of several scenes Other projects Detroit : Become Human Professional projects Cyanide Studio Professional projects Close Call Game Projects Kylotonn Games Professional projects
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Cyanide Studio

3D environment artist & level builder // 5 Month Internship Modelisation (props and environment), texturing, integration, level building, base lighting        I worked on the Styx : Shards of Darkness, made with the Unreal Engine 4, during a 5 months internship. I was in charge of props making, texturing, integration, level building and base lighting. Game ready props & architectural elements Props creation following concept arts : modeling, texturing and integration. Creation of architectural elements following level designs gabarits. Followed precised production pipeline, including PBR texturing software, Substance Painter. Modelisation & texturing Modelisation with 3ds Max, Sculpting with ZBrush Texturing with Substance Painter Creation of architecture elements fitting gabarits and tilable textures Integration of each assets in the Unreal Engine 4 Level building & base lighting Level building on various levels, working closely with level designers Base lighting to show a first idea of the ambiance Familiarization with lighting system of the Unreal Engine 4 (types of lights, lightmass, optimization) Interactive elements Modular elements others projects Detroit : Become Human Professional projects Cyanide Studio Professional projects Close Call Game Projects Kylotonn Games Professional projects
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Kylotonn Games

3D environment artist // 4 month internship Props artist, modelisation, texturing, integration With more than 25 games released, Kylotonn Games has a solid reputation in the video game industry. Kylotonn is based in Paris and developed its in-house real-time 3D engine, the Kt Engine, and count around 50 employees. From June 2014 to September 2014, I was part of a team of environmental artists. During 3 months, I worked on Syberia 3 and I was in charge of props making. Our team worked with 3 others studios, Microïds/Anuman and Koalabs.     Props artist high and low poly Modeling high and low poly in 3DMax, following concepts. Respect of some realistic furniture proprieties and the artistic direction of the game.  Real material study Research of a level of detail for textures like wood and metal Research of details on geometry and wood furniture Integration in Unity 3D Integration pipeline in Unity 3D Shader in tweaking with Marmoset Skyshop shaders Organic objets Orcanic sculpting for vegetables and skins,using ZBrush for high poly models. Retopology with Topogun Other Works Detroit : Become Human Professional projects Cyanide Studio Professional projects Close Call Game Projects Kylotonn Games Professional projects
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