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Mermaid

Since September 2013 I have been working on my end-off studies project: "Mermaid".

It is an exploration and adventure game developed with Unreal Development Kit for PC and playable on Oculus Rift.

 

I am currently working as the technical artist of this project. I made some props but most of the time i work with the UDK materials editor.

 

I have to make many materials to optimize our work. And as we are working with a lot of modular components i have made vertex painting materials to improve the environment.

 

You can see the results so far in the following pictures, thanks to the work of a four members team of graphic designers:

 

Vincent Gros (3D modeling, texturing, environment builder)

- Jean-Baptiste Drouet (3D modeling, texturing, animator)

- Myself Benjamin Guiraud (3D modeling, technical artist, environment builder)

For this project we had to consider the fact we would create a city with many buildings. So we have been working with many modular elements.

 

I had to find a way to create variety and expend our possibilities to avoid a boring repetition of the environment without creating too many different models.

 

I am still working on different materials to use for the vertex painting, or to modify some of our textures directly in the editor without using another map.

(Architectural elements by Vincent Gros)

SpirouZ video game

A student project with a two weeks due date carried out in association with the publisher "DUPUIS" (2013)

 

I worked on this project as lead artist and technical artist. I was managing a team of four graphic designers, and i was in charge of the engine integration, and the Fx.

 

We developed this project using Unity 3D. The intention of the artistic direction was to use the codes from the Belgian comics

"Le petit Spirou" . We drew our inspiration from pop-up books.

 

 

Le Petit Spirou

An other student project with a two weeks due date carried out with the publisher "DUPUIS" (2012)

 

On this project, i worked as a 2D artist and i made some animations. Once again we worked using comics' codes. There we wanted the player to play directly in the comics, and to use the page as a level.

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