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Detroit : Become Human

Lighting artist junior Environment and cinematic lighting, optimization and participation in tools development   Since March 2016, I'm working at Quantic Dream (Paris), on the upcoming AAA Detroit : Become Human, as lighting artist junior.   Working on lighting levels and cinematics of the game, beeing aware of technical restrictions and in-game performances. In charge of shaders validation and tweaking for lighting purposes. Working with photometric values, HDR and PBR rendering. Taking part in the development of production tools, shaders calibration, and production pipeline. 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 incoming Styx : Shards of Darkness, made with the Unreal Engine 4, for 5 months. As I signed an NDA for this internship, so for now I'm juste able to discribe my different missions. 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) 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 a license for a incoming game.  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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