Pierre Thériault (Art-Machine) - Digital Artist
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Currently located in Montreal, Quebec, Canada
Willing to relocate inside and outside Canada


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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

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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.

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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.



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
   

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 


Many thanks for visiting my portfolio!