I'm a Concept Artist from France currently working in Los Angeles. I have five years of work experience in Games, Animation and Film. My experience covers a spectrum ranging from worldbuilding and pre-production to hands-on work in CG animation pipelines.
I've recently started a series of oil paintings to raise awareness about the risks of collapse of industrial civilization in the late 21st century due to energy supply and the climate crisis.
Working on a new game.
IP/vizdev support for new games and R&D.
Creative development / World-building.
Pre production concept for Neill Blomkamp unannounced film.
Creating Keyframe paintings, FX designs and blue-sky, pre-production images
Work includes X-Men : Apocalypse , King Arthur : Legend of the Sword, as well as 2 other undisclosed film projects.
Creating card Illustrations for Magic : the Gathering.
Creating educational content and tutorials for various 3Dtotal print and online publications.
Appearing in Issue 114, 116 and 119 of the online magazine 2Dartist,
as well as Digital painting techniques Vol 6 and 7 and upcoming print books.
Winner of the 3Dtotal gallery award
Creating lighting art direction keyframes and high resolution print
artworks based on Shrek and How to train your Dragon IPs.
Working on movie set design with precise scale requirements, vehicle/props design, 3D block-in , variations for the film Iron Sky II.
I worked on designing shots and the Lighting color key of Tom Clancy's ''The Division'' launch trailer.
Environment concept art for Lawbreakers.
I was tasked with creating matte painting precomp setup in Nuke for Prince de LU latest short film/commercial
I also did matte painting work on Skøll Tuborg's new 2015 beer commercial, I was also responsible for Nuke compositing of the interior shots
I worked as a concept artist on two major new Theme Park rides for Futuroscope (under NDA)
my last task was Matte painting and 3D texturing on an unnanouced stylised title by (undisclosed major game publisher)
I helped the client build a survival/adventure game IP, early visual devellopement and pitch "keyframes"
work included realistic character designs, FPS-style action scenes and location/environnement design
I created several modular architectural designs for a stylised medieval IP : "Prince de LU",
The goal was to get a cool looking medieval town on a tight budget, by constructing only a few interchangeable parts and combining them in various ways.
I also worked on interior, props and costume designs on a sci-fi Tv feature.
I worked on over 30 matte painting shots for Cartier's new Commercial: "Winter Tale 2014",
was working directly with the art director and collaborating with Nuke compositors.
CARTIER Winter Tale: