Communicating gameplay is something I haven't done before. And was sometimes quite hard finding that balance in designing something pretty yet conveying gamplay elements. Sometimes Often the more simple it looked the better it was. You also have to make sure all the gameplay stuff works in all the different zones and biomes. Sometimes you just have to let go of the 'cool' factor and focus on what it communicates. Art direction by Joe Madureira. Big thanks to Airship Syndicate for letting me work on this amazing project.
Castle Lantern and variants depending context in the world. _______________________ Project Dragon was a multiplayer sandbox action-adventure that was in the making at Phoenix Labs, mixing Minecraft and Zelda Breath of the wild gameplay bricks. _______________________ Project Dragon was running on Unreal engine 5. _______________________ On this project I became Lead 3d environment artist after few months of pre production, I've driven a team of 16 talented artists at its maximum capacity, from Junior to Senior level. You can find the list of all the 3d artist involved in this project here : https://airbornstudios.artstation.com/blog/v3p88/in-which-we-cherish-and-bid-adieu-to-project-dragon-part-2-3d-envprop-work _______________________ My main goal, as a lead 3d environment / props artist, was to lead the artists. and ensure to respect the art style of the game, by providing feedbacks, doing paintovers, mentoring Junior artist and organizing the hundreds of tasks we did for this project during more than 3 years. _______________________ On top of that I had to maintain a daily communication with Phoenix Labs lead team, the team was exceptionnally good and it was a real pleasure to work and communicate mainly with Bryan Marony, Orb ( Michael Vicente ), Adam Gibson, Josh Nadelberg, Andy Hansen, Julien Allard, ... We collaborated on this project like one and unique team, by finding solutions to issues together, by finding new techniques and ideas to speed up the workflow and increase the quality for the game !! _______________________ Finally, after all my lead tasks, I had the chance to find some time ( not a lot ) in order to produce some contents too ^^, from props to Voxel Material, it was difficult to find time, but I did !! :) So I'm presenting some of them here. _______________________ On a general note, I'm Incredibly proud by the work we accomplished all together, and also to have given the opportunity to new artists to start their carreer with this game !! so special shout-out to my Airborn team composed of talented artists and friends !! and to the Phoenix Labs team !! https://www.artstation.com/airbornstudios
Welcome! I'll probably be posting anything related to gaming/movies. Hope you enjoy your stay!
Sketchs
The Untold Legacy is an engaging, atmosphere drenched action-adventure RPG, with a bright and colorful art style set in a surreal and often creepy setting. You will be brought to tears as you uncover the twists and turns in this emotionally story-driven e…
Genshin Impact Android GameplayPlay Store - https://play.google.com/store/apps/details?id=com.miHoYo.GenshinImpact&hl=enOnline/Offline: OnlineThanks For Watc...
Garden Collection of props _______________________ Project Dragon was a multiplayer sandbox action-adventure that was in the making at Phoenix Labs, mixing Minecraft and Zelda Breath of the wild gameplay bricks. _______________________ Project Dragon was running on Unreal engine 5. _______________________ On this project I became Lead 3d environment artist after few months of pre production, I've driven a team of 16 talented artists at its maximum capacity, from Junior to Senior level. You can find the list of all the 3d artist involved in this project here : https://airbornstudios.artstation.com/blog/v3p88/in-which-we-cherish-and-bid-adieu-to-project-dragon-part-2-3d-envprop-work _______________________ My main goal, as a lead 3d environment / props artist, was to lead the artists. and ensure to respect the art style of the game, by providing feedbacks, doing paintovers, mentoring Junior artist and organizing the hundreds of tasks we did for this project during more than 3 years. _______________________ On top of that I had to maintain a daily communication with Phoenix Labs lead team, the team was exceptionnally good and it was a real pleasure to work and communicate mainly with Bryan Marony, Orb ( Michael Vicente ), Adam Gibson, Josh Nadelberg, Andy Hansen, Julien Allard ... We collaborated on this project like one and unique team, by finding solutions to issues together, by finding new techniques and ideas to speed up the workflow and increase the quality for the game !! _______________________ Finally, after all my lead tasks, I had the chance to find some time ( not a lot ) in order to produce some contents too ^^, from props to Voxel Material, it was difficult to find time, but I did !! :) So I'm presenting some of them here. _______________________ On a general note, I'm Incredibly proud by the work we accomplished all together, and also to have given the opportunity to new artists to start their carreer with this game !! so special shout-out to my Airborn team composed of talented artists and friends !! and to the Phoenix Labs team !! https://www.artstation.com/airbornstudios
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Vol.1 of small medieval props, which I made for Isleron: The Rending - fantasy action RPG for PC. Links below to see village presentation and demo gameplay: https://youtu.be/bWjDAXN8ODI https://youtu.be/OwZVKDJuvFo
Vol.2 of medieval props, which I made for Isleron: The Rending - fantasy action RPG for PC. Assets are properly prepared for easy creating level design :) Links below to see village presentation and demo gameplay: https://youtu.be/bWjDAXN8ODI https://youtu.be/OwZVKDJuvFo
Credits: IO Interactive Sumo Digital Elite 3D I was responsible for Level Design White Box/Gray Box Layout for large areas of this map, with final gameplay adjustments and feedback from Gameplay Designers. I also wrote Look & style briefs for other artists who then created the finishes environment assets and props. I was also responsible for large sections of set dressing & environmental story telling with props, foliage, decal detailing and vertex painting. Final assets, textures & lighting By IO Interactive, Sumo India and Elite 3D.
Credits: IO Interactive Sumo Digital Elite 3D I was responsible for Level Design White Box/Gray Box Layout for large areas of this map, with final gameplay adjustments and feedback from Gameplay Designers. I also wrote Look & style briefs for other artists who then created the finishes environment assets and props. I was also responsible for large sections of set dressing & environmental story telling with props, foliage, decal detailing and vertex painting. Final assets, textures & lighting By IO Interactive, Sumo India and Elite 3D.
I work on Mine Quest 2, a mobile game from Tapps Games, as Lead Artist.Participate from the art direction to promotional art. I work on characters, props design, rigging, animation, the gameplay background tile art, menu screens that need fancy animation…
This intensive workshop simulates a real game production environment. You'll work on a pre-existing project with gameplay logic, characters, props, and environments already in place. Your task? Create epic VFX for a hero moment.
For a few month, i'm work to Limbic on Memories of Mars as Level Designer, make any area -props placement, storytelling, gameplay constraint... and more. In additional job, i'm craft a tunnel system with ue4 spline system ; make props and texturing. The goal is to give a simple way to make a hidden area on the game.
This is part 1 of my UE4 Dumbledore's office project. It is not done yet but I need to take a one month break from it before I continue working on it :) There will be more props, I need to polish some of the textures and I'll add some fun gameplay :)
On Battlefield V I worked as a 3D- and Level Artist, mostly on the Cinematics team and I created modular asset sets, as well as smaller props, both for use in-game and in the cinematics. I also wrote briefs and gave feedback on 3D assets created by outsourcing. I also created reference asset sets to be used when blocking out levels, to make it easier for the Level Designers and Level Artists to build levels on the grid. And I worked with creating assets for the fortification system, mostly some of the urban fortifications and window barricades, with a big focus on gameplay functionality. A huge thanks to the entire Battlefield V and Cinematics team for making this possible. And special thanks to Jessica Helgesson who was my amazing 3D Art mentor!
I am glad to finally share the conclusion of a 4.5 years in the making of Mass Effect Andromeda at Bioware Montreal as a Lead UI Artist. The work produced in this project was a great deal of collaborations with pretty much all departments at both Bioware Montreal and Edmonton. Also special thanks to all my fellow GUI Artists and Programmers for all their hard work on the game and for their creativity during my Odyssey at Bioware. The user interface in the game were a mix of augmented reality surface table concepts, interactive 3d props design, plenty of menus and HUD systems for gameplay support.
As a Contract Artist with Dekogon I helped re-imagine a level for the game Enemy On Board created by Windwalk Games.(https://www.eobgame.com/). Enemy On Board is a multiplayer social deduction game on PC, available through Steam. My responsibilities included: -Setting the Art Style for the remake. -Producing Hero Gameplay Props. - Creation of all construction assets, including floors, walls and doors and supporting assets. Couldn't of done it without the excellent direction and support from Project lead, Christopher Flynn and Studio Head Clinton Crumpler. Christopher Flynn : https://www.artstation.com/cflynn8081 Clinton Crumpler: https://www.artstation.com/ccrumpler Dekogon: https://www.artstation.com/dekogon