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 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.