|
Objective |
Seeking
senior position as environment/prop artist, or character/creature
artist. Especially interested in positions that allow room for
creative elaboration or creating new designs.
Also interested in transitioning to art direction. |
|
Summary |
Digital artist
(2D/3D) with 10 years professional experience in digital art.
Currently senior model/texture artist at Ubisoft Montreal. Primarily
interested in gaming companies that contribute to the growth and
future of games and reach beyond the current industry standard
in game play, art and innovation. |
|
Experience |
Senior Model/Texture artist
Ubisoft Montreal
2006 – Present
Starting
as Texture artist, by now Senior Model/Texture artist bordering
on character (made many organic character related props on most
recent project). Also designed several weapons and structural
assets from scratch on most recent project, Avatar.
Very experienced
in high-to-low polygon modeling/baking techniques and work flow
using 3DMax and Zbrush. Experience using next gen engines and
pipeline as well as modeling/texturing for game consoles. Shipped
several titles on past and current standard game systems.
James Cameron's
Avatar : The Game (Next Gen Consoles)
Senior Texture/Model/Shader
RainbowSix:
Vegas 2 (PC, PS3, 360)
Senior Texture/Shader Artist
Surf's
Up! (Wii, PS2, PS3, 360)
Texture/Shader Artist
___________________________________________
Lead
Colorist / Colorist / Illustration
Udon Comics
2003
– 2006 (3 years)
Photoshop,
Digital painting, Illustration, Comic Coloring
Lead Colorist
on 'Deadpool' and 'AgentX' comics. Assisted on several other
projects from time to time including Udon's popular 'Street
Fighter' comic series, and various covers. Other varied products
include magazine art, card game art, product art.
__________________________________________________
Color
assist > Colorist > Lead Colorist
Dreamwave Comics
1999
– 2003 (4 years)
Photoshop,
Digital painting, Illustration, Comic Coloring
Credited
as "TheRealT!" starting as a color assistant on projects
such as 'Shidima', then colorist on 'Warlands : Age of Ice',
later lead colorist on the blockbuster 'Transformers' comic.
Also contributed to several pieces of marketing and packaging
art for Hasbro.
A brief return some years later had me working on the unreleased
'Devil May Cry' comic which was being produced for Capcom.
|
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Software
&
Related Skills |
Max, Maya,
UVLayout, Xnormal, Zbrush, Photoshop, Painter, Unreal 2, Unreal
3, Nomad engine, Artrage, Alchemy, Texture baking, Mesh/Texture/Shader
Optimization, Normal mapping, Hand painting, Photo sourcing, Low
poly modeling, High poly modeling, Subdivision sculpting, Illustration,
Concept, Rendering, Props, Environment asset modeling, Creature
modeling, Weapon modeling, Organic modeling, Polypaint, Retopology,
Projection. |
| Other
Skills |
Wacom Tablet,
Fluent Bilingual : English & French, Low Intermediate Japanese |
|
Interests
& Activities |
Console gaming
and dissecting great games, Digital Content Creation, Animation/Anime,
Concept & Design, Illustration, Computers, Final Fantasy,
Metal Gear Solid, Prince Of Persia, God Of War, Team ICO/Colossus,
Originality |
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Recommendations
(from
LinkedIn)
|
“Pierre's
an easy-going, out-of-the-box designer and artist. Great to work
with. He invented several higher-end melee weapons for Avatar
Next-gen, and came to me to understand the constraints of our
animation system for said weapons. I was impressed by the quality
of his 2D concept art, and the quality didn't recede at all as
he brought them into 3D. He's obviously skilled enough for many
styles, but I like how Pierre fosters an approach to art that
values form over excessive detailing. In an age where every game
artist uses Zbrush to spam burned-out normal maps, warts, veins
and grit all over their Marcus Fenix clones and post-apocalyptic
wastelands, Pierre fights to retain simplicity and appeal in his
work. As an animator who's always looking for ways to beat the
uncanney valley that's disturbingly present in most modern CG,
I definitely like the way Pierre thinks.” July 14, 2009
Matt Sifton , 3D Animator , UBISOFT - Montréal Studio
worked with Pierre at Ubisoft
“Pierre is a true artist, he's doing beautiful concepts
and high-res sculptures, as well as textures and low-res. with
him on your team you are assured to have the best quality in the
industry! I highly recommend him.” July 13, 2009
David Giraud , Senior character and creature sculptor/designer
, Ubisoft
worked directly with Pierre at Ubisoft
“I worked with Pierre for a year on James Cameron's Avatar
and was happy about our collaboration on this project. I discovered
a very genuine down to earth individual with loads of skills both
artistic and technical, about just anything, being environments,
or characters, modeling or texturing, he always did top notch
work. He is always on the lookout to improve his workflow, practices
and skills, was very friendly and modest about his art. He is
also really interested as growing as an artist even if he already
have plenty of talent and it is without a doubt that he would
be an asset in any team. I hope that one day we will be able to
work together again.” July 13, 2009
Thomas Gillet , Sernior Modeler - Texture artist , Ubisoft
Montreal
managed Pierre indirectly at Ubisoft
Pierre proved
himself as an efficient highrez to lowrez designer | artist. His
production pipeline has made its proof on AAA titles, what make
him a valuable asset to any production that requires a selfthought
artist with great skills. Even with its plate full, he manage
to share his knowledge with anyone interrested to improve his
production time and result. I recommend Pierre as a modeler/texturer
to any production with high quality result.” July 14, 2009
J-N Bucci , Level Artist on James Cameron's Avatar The
Game, Ubisoft
worked with Pierre at Ubisoft
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Many thanks
for visiting my portfolio!
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