I've been an illustrator freelancer for several years, then I started to do some concept for few games, I teached in four different schools for 2 years, and in 2020 I decided to try to find a work in the game industry to move from France and to be reunited with my wife. I was hired by Gameloft Vietnam (HCMC) and I'm working for them since november 2020 first as 2D senior concept artist freelancer for nine months, then as 2D senior artist in HCMC for one year and half and then officially as 2D artist supervisor since march 2023, and finally 2d principal artist from mid 2024.
I take care of technical approach to speed up the process on any starting project. It can be pure concept, 2d vfx, quick prototyping on blender and test on engine, r'n'd, helping define flow, breakdown, communication with stakeholder and so on.
I m currently taking care of respecting the ETA and insure good quality of work on the current on going season while I set the guidelines for the next coming season and provide some KV and new character concept to the production team, create from scratch illustration for point of sell as well, well everything related to pre production. The big challenge on this is that I cannot make guideline before Keyvisual which is very frustrating due to the short production time line, and I cannot delegate that so I need to take care of it by myself.
When it's needed I rework the process and try to improve the flow in between GD, 2D, 3D, animators and VFX. When there is a need I try to find technical solution with 3D supervisor and dev.
Sometimes I make new prototype animation by using the rig made by animators on blender. When I prototype keyvisuals I use mostly blender so the 3d team or marketing team can reuse some assets during the production phase, same for vfx shaders. I try to add blender process for environment model sheet elements and train my team to speed up the process as well.
Then of course there is big part of paint over and retakes, and follow up on progression to insure a good quality and to push further the career path for my artists. Well management stuff with endless meetings with other supervisors.
During this period of time I have been making mostly character design adaptation, model sheet, environment concept and asset concepts. Then there was also a part of character rendering, and a bit of UI.
I have been able also to create few workshop regarding art fundamentals like, advanced perspective from 1 vanishing point to curvilinear and equirectangular perspective, decomposition of light as well and efficiency of methodology during the painting process.
I ve been working on several videos games, did some cover books or illustrations for role playing game.
I've been teaching in 3 schools in Bordeaux as well and I'm still doing some 2d mentorship for Artside Bordeaux.