As a Senior 3D Artist with 20 years of experience,
I combine technical excellence with a multicultural mindset. My diverse background is a key asset in creating authentic, unifying worlds for a global audience.
I am currently open for a new position.
Canceled Game in 2026.The game was based on Celtic/irish folklore. As a Lead 3D Artist, I was in charge of recruiting and managing a small team of up to 12 artists. Working closely with the art direction and the creative Direction.I had a strong emphasis on establishing a production pipeline while mentoring junior artists.
Released in 2025. I have worked as a senior VFX artist on this game for Mobile and PC.
Within a very small team within Paris Mobile studio, i was in charge of gameplay VFX. As a senior VFX artist i have develloped technical specifications and VFX identity and pipeline while mentoring junior VFX artists.
In 2020, at Ubisoft Paris Mobile studio, i have worked on this game for Mobile and PC.
As a Senior VFX Artist working closely with the art directors i have develloped and implemented gameplay VFX while mentoring junior VFX artists.
Released in 2020, I have worked on this VR game as a Senior 3D artist/Acting Lead. Starting as an R&D protype at Ubisoft UPI Studio. The prototype evolved to a fully fledged game. My mission was 360° art development of the project, Creating the overall visual style and Props/UI design. While solving all the technicals and productions elements. I was also in charge of recruitement, mentoring and management of the artists.
All done within a very small budget and time constraint,
In 2019, i have worked as a Senior 3D/vfx artist on this game for Mobile and PC.
Within a very small UBISOFT Paris Mobile team. I was in charge of develloping gameplay+UI VFX and Environments production.
In 2016, as a freelance VFX Artist, while this UBISOFT paris mobile project was migrating from a proprietary engine to unity. I was in charge of the VFX migration, porting shaders and redoing VFX the shuriken VFX engine.
In 2020, as a Senior 3D artist, i had to model new assets especially new bosses for the live service content.
In 2015, as a Mesher Specialist. I was part of the ASOBO environment production team. Working with a mix a hand modeled and photogrametry assets.
In 2015, as a Mesher Specialist. I was part of the ASOBO environment production team.
In 2014 as a Mesher Specialist i have worked on this Frontier Developement game released in 2015 X360 XONE
As part of a small ASOBO outsourcing team, producing 3D vehicles and environementals assets from concept art. Creating textures and LODs.
Released in 2014, as part of SPIDERS, I was the Only VFX Artist, producing gameplay and cinematic VFX with the proprietary engine and tool. with a strong enphasis for destructible asset.
Released in 2014, as part of SPIDERS, I was the Only VFX Artist, producing gameplay and cinematic VFX with the proprietary engine and tool.
Released in 2012, as part of SPIDERS, I was the Only VFX Artist, producing gameplay and cinematic VFX with the proprietary engine and tool.
Released in 2012. As a Junior 3D Artist, i was in charge of creating environnement assets/textures and models. I have also created levelbuild in a efficient modular methode with in-house technology
Released in 2010. As a Junior Technical Artist, i was in charge of creating environnement and Levelbuilds.
Videos presenting my entry at the 2023 EPIC GAMES Unreal Fellowship program.
As a learning point to discover Unreal Engine. I had to create a full environment based on 5 randomised parameters (destruction, cold, nature, bathroom, magical twist) all in a very short timeframe.
A short video presenting some exemples of my work as an FX artist at SPIDERS GAME

A custom post process material used as viewmode for unreal 5.
It is to debug, calibrate, finetune, base color with PBR workflow in sRGB space.(That can be a pain in the ass with lumen)
The default valid value is sRGB=0.3


A set of terrain heightmap stamp to make sand dunes. Works greats with the unity terrain toolbox.
A set of heightmaps base textures.
To easily produce trimsheets textures for tatching type roofing. Works greats with substance designer
3D Artist with 20 years of experience in the video game industry, combining deep technical excellence with a multicultural perspective. Proven track record of collaborating with world-class studios—including Ubisoft, Asobo Studio, and Spiders Games—to build authentic, immersive, and high-impact universes for international audiences. Expert in real-time 3D production, worldbuilding, and advanced workflows, bridging the gap between artistic vision and cutting-edge technology.