top of page

Professional Projects Timeline

STAR WARS.jpg

Came back in the video game industry for this project as a technical director animation.

MARIO.jpg

Made an amazing experience as a Technical Director Pipeline for the Super Mario Movie. Can't wait for the world to look after it <3



I used to work on Sing 2 from 2019 to 2021 and it was a great experience. I learnt a lot about fixing issues in AAA animation studios, still as a Pipeline/Technical Artist. I've really pushed my skills during this production and I'm really proud of the progress I've made. It's almost like I got eagles eyes and see what's wrong immediately in a shot and how to fix the issue in a really short deadline,...

 



I am the proud teacher of a class of 14 Students at Tumo Paris this year !
The workshop duration was about ~50 hours of class/work, and about 20 hours remotely due to covid.

The students were 13-19 years old, and they aced my class by doing a video game demo we normally ask to do during a bachelor degree in a university.
I was really happy to teach my knowledge, and the students were really curious and eager to learn to make their first big video game project. This was an wholesome experience and
I really loved it. It's really the first time in my life that I see people collaborating without a
fight, tensions, or what. They were truely awesome and despite their young age, they're going to be killers in the industry if they're going in this direction.

They were in small groups/departments : - Management (2) with students who can help in every department and when the team needs to take decisions/... they got the final word.
- Art Department (3) For the Illustrations/Turn-arounds /Set-Props design / Layout /...
- Graphic Design (2) For the User Interface and all the "marketing" assets needed
- 3D Artists/Animators (3) for all the Props and Characters we got in the demo,
they were able to do Props, Sets, Characters, Rig, Skin, Animation,...
- Game Development (4) where they managed to do the game design document / Level design / The Sandbox of the game / The Importation in the Unity Engine /...

I basically taught them where to start and how to organize themselves in the beginning of each class. After that I've been moving around in each department to help them when they needed to, how to fix their issues, and do them small lessons to teach them about specific things. I've really seen an impressive level up in their skills and it's really heartwarming to see a student being better as a teacher. Anyway, as you can read, I love my kids !

 



Teaching Experience at Tumo Paris (2021)

 



Pipeline Artist - Illumination Macguff (2019 - 2021)

 



CFX Artist - Mikros Animation (2018)

 

I worked in 2018 at Mikros Animation on Asterix : The secret of the magic potion as a CFX Artist. You can check my work on the movie here.
the password is : Céhéfix

It was an awesome adventure working on this title, it was my first job as a CFX Artist and I learnt a lot from amazing teammates. We are very proud of our work on this movie due to the short production time we got. I truely learnt a lot by going in this department, specially as a technical artist to fix issues, see bugs, find solutions and alternatives... 

 
 
 
 
I left in 2017 the video game industry to be back on animation at Mikros Animation Paris. I worked on Sherlock Gnomes as a Pipeline Artist. 

It was my first AAA movie and I learned a lot about the pipeline in a big studio, fixing bugs, doing notes for other departements, spotting glitches and correcting it,... It was an wholesome introduction to see how big studios are working and managing their teams.



Pipeline Artist - Mikros Animation (2017 - 2018)

 



Technical Animator - Tindalos Interactive (2017)

 

I worked as a Setuper and Animator at Tindalos Interactive for an AA project : Battlefleet Gothic Armada II in 2017. I am the proud mother of those nightmarish space-creatures.

It was the first time I was in charge of the whole animation pipeline for an AA game.
I developped tools, made custom rigs for the whole tyranids float, animated them and found a way to integrate them in the unreal game engine. I also made 2D Animation tests for the cinematics and the pipeline we can develop from there with after effect,...
I think that during this time I was one of the first technical animator to develop dynamic tentacles simulation in the industry.



Setuper - BlueSpirit (2016)

 

In 2016 I joined the Bluespirit team at Angoulême to work on the 3D serie "Ernest et Célestine" as a Setuper. It was the first time I worked in the animation industry and I learned quiet a lot from it. I had an awesome mentor that teached me about doing cartoon-like rigs on 3DS max, maxscript,... it was my very first steps on python and housemade tools. 



CG Generalist - Incarna (2016)

 



CG Generalist - Freeform Labs/USC (2015 - 2016)

When I was back in France in 2016 I've worked on Incarna, a VR Escape game. I helped developping the Art Direction and I've been a CG Generalist when the VR project just started. It was really interesting to work as a startup in Paris and see the project grow by selling it to incubators, being in a co-working space,... I  also developped the pipeline for the other artists. 

I helped USC's students with their BFA's project ElemenTerra during and after their school year at Los Angeles in 2015. It was the first time I worked in a VR project + with english teammates. But everything went really well, I made props, textures, rigs and animation, helped to integrate it in unity and even made documentation for USC to help futur  students. Fight on !

elementerra.jpg
bottom of page