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Charles Vernier Senior 3D Artist

HI !

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.

GAMES
LEGEND OF AWEN: Rise Of The Fiannas

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.

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  • BUMP! SUPERBRAWL

    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.

    WILD ARENA SURVIVORS

    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.

    AGOS: A Game Of Space

    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,

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  • MIGHT AND MAGIC: Chess Royale

    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.

    THE MIGHTY QUEST FOR EPIC LOOT

    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.

    HOLOTOUR

    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.

    FRAGMENTS

    In 2015, as a Mesher Specialist. I was part of the ASOBO environment production team.

    SCREAM RIDE

    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.

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  • BOUND BY FLAME

    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.

    MARS: Warlogs

    Released in 2014, as part of SPIDERS, I was the Only VFX Artist, producing gameplay and cinematic VFX with the proprietary engine and tool.

    OF ORCS AND MEN

    Released in 2012, as part of SPIDERS, I was the Only VFX Artist, producing gameplay and cinematic VFX with the proprietary engine and tool.

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  • WARGAME: European Escalation

    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

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  • R.U.S.E.

    Released in 2010. As a Junior Technical Artist, i was in charge of creating environnement and Levelbuilds.

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  • 3D Personal Work
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  • DemoReel
    UNREAL FELLOWSHIP-2023

    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.

    VFX DEMOREEL 2014

    A short video presenting some exemples of my work as an FX artist at SPIDERS GAME

    DOWNLOADS
    UE5 PBR Validator

    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

  • Download Archive
  • Sand Dunes Stamp Set

    A set of terrain heightmap stamp to make sand dunes. Works greats with the unity terrain toolbox.

  • Download Archive
  • SKETCHBOOK
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  • Professional Profile

    A visionary 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.

    You can download my complete CV.

  • Download Archive
  • Download Archive

  • Core Competencies

    Hard Knowledge

    • Industry Expert: 20 years of proven expertise in video game art production across multiple platforms, including PC, Console, VR, and Mobile.
    • Advanced Game Engine Architecture: Certified in Worldbuilding with Unreal Engine 5, alongside advanced proficiency in Unity.
    • Academic Foundation: Holds a Master’s Degree (Master II) in Video Game Design from ENJMIN.
    • Pedagogical Expertise: Experienced educator and mentor, having trained the next generation of artists at institutions like Artline and E-art Sup.

    Technical & Practical Skills

    • 3D Modeling & Sculpting: Expert-level mastery of 3ds Max and ZBrush for high-poly and low-poly modeling.
    • Environment & Worldbuilding: Advanced skills in landscape, terrain generation, and layout using Unreal Engine 5, GAEA, World Machine, and Terragen.
    • Texturing & Shading: Extensive experience with the Substance Suite, Quixel Suite, Photoshop, and advanced custom Shader production.
    • VFX & Technical Art: Proficient in creating real-time 3D effects utilizing Niagara (Unreal Engine) and Shuriken (Unity).
    • Artistic Pipeline & UI/UX: Highly skilled in translating concepts or scripts into visual assets, defining visual identities, and designing high-fidelity User Interfaces (UI).
    • Video Content Creation: Highly proficient in video editing and montage for gameplay captures, trailers, and promotional media.
    • Pen & Paper: Ability to quickly draft hand-drawn sketches and thumbnails to communicate concepts, mechanics, and visual ideas.

    Leadership & Soft Skills

    • Team Leadership & Mentorship: Natural ability to guide, inspire, and coordinate multi-disciplinary artistic teams, fostering a collaborative production environment.
    • Creative Direction: Adept at communicating seamlessly with Art Directors to align production with the core creative vision.
    • Autonomous & Rigorous: Highly reliable, self-driven, and detail-oriented approach to complex pipelines and tight production deadlines.
    • Proactive Problem Solver: Strong sense of responsibility, constantly proposing innovative workflows and creative solutions to technical limitations.

    Career Highlights

    • Lead 3D Artist | Hawkswell Studios (2022 – 2026)
      Leading artistic pipelines, translating high-level concepts into stunning visual execution, and managing production teams.
    • Online Mentor in Real-Time 3D | Artline (2019 – Present)
      Shared industry expertise by mentoring students and professionals in modern real-time 3D techniques.
    • Senior 3D/VFX Artist & Lead Artist | Ubisoft (2017 – 2022)
      Delivered environments and FX for high-profile projects such as AGOS: A Game Of Space (VR), Chess Royal, and BUMP SuperBrawl (Mobile).
    • Co-Creator | Manufacture 43 (2016 – 2017)
      Co-developed and shipped Pawarumi across PC, PS4, Xbox One, and Nintendo Switch.
    • 3D Artist | Asobo Studio (2014 – 2015)
      Contributed to cutting-edge tech and gameplay environments for ScreamRide (Xbox One/360), HoloTour, and Fragments (Microsoft HoloLens).
    • 3D FX Artist | Spiders Games (2011 – 2014)
      Crafted environments and visual effects for major console RPGs: Of Orcs And Men, Mars: War Logs, and Bound by Flame.
    • 3D Environment Artist | Eugen Systems (2009 – 2011)
      Built detailed strategic landscapes and environment assets for R.U.S.E. and Wargame: European Escalation.

    Awards & Recognitions

    • MAISON DES ARTISTES | Member since 2011. (French Artist Guild)
    • SACD - Best Student Game | DUNYA (2009)
    • FIBD - Best Student StoryBoard - 2nd place (2009) Angoulême International Comics Festival
    • Deviantart.Com - Daily Deviation | Homme Typo (2007)
    • PC GAME Magazine - Best Web Game | GODWISH (2007)
    • E-ART/Phonestick - Best illustration - 2nd place (2005)