Expertise

 

  • art direction

  • creative direction

  • 2d graphic design: bitmap, vector, pixelart
    (static, animation)

  • 3d graphic: modeling / texturing in low poly

  • graphic user interface

  • storyboard, flowchart

  • user experience

  • game design

  • level design

  • management

  • recruitment

  • pre sales / quoting / planning

 

Tools

 

  • Adobe Creative Suit

  • Microsoft Office

  • Google Drive

  • 3dsMax

  • Cosmigo Promotion

  • Redmine

  • Jira

  • Moqups

  • Keynote

  • SVN

Platforms

 

  • smartphones (iOs, Android, HTML5, ...)

  • Web (browser, Facebook)

  • handled consoles​

Genre

 

  • casual game

  • arcade / action game

  • advergame

  • seriousgame

  • interactive book

  • family game

  • etc...

 

 

A few words about me

 
Profile

I was born in France where I have studied fine arts and computer graphics. I have started my career in 2000 at RFX Interactive, drawing and animating characters and environments for handled consoles such as Gameboy Color, Advance and DS devices. Quickly I got to work on licensed games for mobile phones at Gameloft in Paris and Overloaded in Amsterdam (SplinterCell, Ninja Turtles, Largo Winch, etc). A lot of fun and technical challenges at that time...hopefully Apple launched the iPhone and its Appstore and the possibilities became way larger.

In 2008, I joined Playsoft a french mobile game developer based in Paris, as an Art Director. The company was already a strong technical actor in the area of porting and quality assurance and wanted to create games for major stake holders of videogames industry. This is how I had the chance to work on exciting and famous franchises such as Metal Gear, Tekken, Mortal Kombat, Silent Hill, Dragon Ball, Sonic, Transformer, Plants vs Zombies, Crazy Rabbits, and many more, at first on Java mobile phones and soon on iOs, Android and Facebook environments. This is where also I developped my skills in management and recruitment: from a team of 3 or 4 artists, I grew up and managed the art department to up to 30 artists, established in 4 countries: France, Poland, Mexico and Vietnam.

In 2012, eager to work on my own again I went back to freelancing, collaborating with clients like Allegorithmic to define the art and creative direction of licensed games (The Mysterious Cities of Gold released in 2013). Nowaydays I define myself as a craftsman with a focus on mobile contents such as games, interactive books and apps. For me, design is a term wide and generic enough to embody several skills and fields of action: graphics, user flow, interactions, etc...I like to be involved in all of this and actually I don't realy want to choose and I believe that my versatility is my strength.

I am passionate about videogames naturally but not only. I try to keep a sharp eye on all visual forms of expression and narration. No matter, the genre, no matter the platform, what I like is to create, invent and deliver an immersive interactive experience to the end user.

Resume > 

Here is my resume in PDF format that you can download.

References

 

Companies I have worked for:

 

 

 

 

 

 

 

 

 

 

 

 

 

 

On products & brands owned by:

 

RFX Interactive
Playsoft
Allegorithmic
Micazook
Gameloft
Overloaded
Virtools
Kaolink
Proof of Concept
Avantilles
Namco Bandai
Electronic Artse
Ubisoft
Konami
Vivendi
TDK Mediactive
Danone
Warner Bros
Dupuis
Sega
Glu
BigBen Interactive
Parrot
Adidas
Redbull
Nickelodeon
Thales
Canal+
CanalSat
TF1
Nathan
Flammarion
Moonscoop
Mindscape

You can also find me here :

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