Technical artist working on textures and shaders in Snowdrop, currently working at Ubisoft Québec. I'm specialized in materials creation and procedural techniques.
Passionate about exploring new ideas and workflows. I worked in the following studios: Snapshot Games, Shapefarm, Ubisoft Ivory Tower, and now Ubisoft Québec.
Here's my YouTube tutorials channel on procedural materials and environment art: https://www.youtube.com/channel/UChvrnJIHznXIc_A_kPRP-tg
I worked on the Far Cry brand, Prince of Persia and now on AC games.
From textures to shaders to lighting investigation and support, I'm interested in a broad range of topics, following the production needs.
Within the render art team, which takes care of the lighting, the weather, the materials and the shaders, I was in charge of materials, masks, decals and trims for Ivory Tower's next game. My main contribution was then on the roads materials and masks and overall look (asphalt, trails and crossroads).
Freelance 3D artist in charge of materials and props on a AAA open world game (architecture team). Lead: Casper Wermuth. Client: Shapefarm .
Textures and materials production for Phoenix Point environments and props, including trim sheets and textures for shaders and visual effects.
Also responsible for the lighting of the game (starting in August 2019).
Substance Designer expertise: occasional assistance to other artists on the Substance tools and workshops lecturer.
I worked with MODERLAB (ArchViz startup) as a freelance materials artist. I produced outoors and indoors material generators, capable of working properly at different resolutions, from 256 to 4K. Here's what I made:
coating, bricks, concrete, marble, wood, metal, fabrics, carpets, parquets, floor tiles.
I worked on characters and props, from the concept to the polish stage.