Current Project - Senior Texture/Model
I am currently Modeler/Texture artist on a lisence project
for next gen systems. Now modeling in adition to texturing, using
fun tools such as Zbrush.
|
 |
|
Rainbow
Six Vegas 2: 2007-2008 - Senior Texture
A good introduction to next gen engines, I
was texture artist on a Rainbow Six Vegas 2, using Unreal3 technology
for X360, PS3 and PC. I shouldered most of the texture work
for a large duration of the project until roughly halfway more
artists joined in to share the load.
It has gone on to earn great scores and reviews, glad the fanbase
enjoyed it!
|
Surf's
Up : 2006-2007 - Texture
A great first project to launch my gaming career. This
project provided enough freedoms, as well as restrictions, to
find my groove as a texture artist, while still being consistently
challenged.
In the following months i became a go-to guy for when they needed
it done fast, and in just the right style. Management was so impressed
with my performance that I was eventually promoted to senior level.
Indeed I wouldn't change having begun on this project & team! |
 |
Client History
Career History / Bio
|
Art-Machine
Also known as Pierre Thériault; I am a 24 year old artist
living in Toronto Ontario since the age of three. And now residing
in Montreal Quebec.
Fresh from high school I was hired on the spot as a colorist,
despite having no experience, at Dreamwave Productions,
a local comic book company. I was quickly entrusted with more
responsibility and bigger projects, becoming the sole colorist
on the most important new productions. Most notable of which
was the blockbuster Transformers comic series, so successful
it rocketed the company up to become one of Canada's largest
comic publishers.
|
|
|
After some
years at Dreamwave, I decided to resign after wrapping
up my remaining commitments. The experience I gained there will
always be treasured, and I will forever respect my great coworkers.
However I had never intended to make a career of coloring comics,
video games were where my heart was.
This is when i began learning Maya, Training with Gnomon
and any other fountain of learning I could tap. All the while
looking for opportunities to make the tricky transition from
2D comics to 3D games.
Eventually I fell back into comic book work, this time with
Toronto based Udon Entertainment. Again I worked as
a colorist for a number of years, becoming lead colorist of
several titles, and taking some illustration work when time
allowed. While taking every opportunity to learn more about
Maya and gaming techniques. Until it was then mutually agreed
that I would take my leave at Udon to again pursue
a career in gaming.
At last I had reached a level of skill and personal experience
with Maya that made a solid 3D portfolio feasible, and here
it is! Thanks to my supportive friends in the industry, much
learning and practice, I got a job at Ubisoft in 2006! Despite
my lack of experience at first, I turned many heads and even
got promoted for my good work, just months after arriving. Now
that my compatibility with the industry is clear, I look forward
to what lies ahead in my new profession.
I thrive and learn best in a deadline-oriented work environment.
I have a natural ability to take to new technologies and techniques,
and a passion for gaming. I can comfortably claim to Photoshop
with the best of them, and probably teach them a few things.
Why "Art-Machine" ? Put art and technology together,
and you get all that I am. Making the two harmonize is my life's
mission.
A-M |
|