Here is my work on props of Ghost Recon Breakpoint. I work with an incredible props team at Bordeaux: Félix Chamerois Robert Farrand Nicolas Gorszczyk James Kingsbery Clément Lavarenne Corentin Marquet Clément Masset Maxime Pages Jérôme Rajcek Chloé Ravallec Damien Touttée Rémi Vallet Damien Bonnefoux Helen Oger Cristel Mrowka Alexandre Lutz (Associate Lead Art) Nidal Guedouar (Associate Lead Props) David Pellet (Lead Art & Art Director)
► Modeling ► Texturing/ Baking ► Rig and animation Work made in collaboration with Sylvain Bouland. https://www.artstation.com/mrshrimpet Thanks to my art team in Paris for their feedbacks and support: Marie Meirieu, Yannick Signahode, Maximilien Cleda, Arnaud Barros, Raphael Chelabi, Olivier Barbier, Cristel Mrowka, Marie-Adeline Rohard, Coralie Gibergues, Dominique Mahe, Jonathan Benaisous, Fabian Bodet, Sylvain Bouland, Anthony Elicki, Stéphane Fontaine, Roxane Hinh, Nicolas Jeannot, Marc-Antoine Laneval, Christian Le Roux Christiane La and Eddy Loukil.
Tom clancy ghost recon wildlands
Hi Guys, I am glad to share some works I have done on Ghost Recon Breakpoint. Here are some Player Heads I have made for the game.
Hi ! I'm proud of having been part of this trailer made by Unit Image for Ubisoft. I was in charge of making the main character Nomad in all aspects and all the states (modeling, sculpting, grooming, texturing, lookdev). He was very stuffed so I had some precious help from my buddy Nicolas Polyte in the modeling of the backpack and the versipack and Laura Guerreiro for the tears on the t-shirt and the snow with houdini. https://www.artstation.com/nicolaspolyte The character were also used by Two Dots for making the key arts. The final result was a huge and awesome team work. I hope you enjoyed it ! Cheers ! PS: I would like to post some more images from the process but I need a permission. I would add them later if I have it one day.
For the Jace Skell Dam powerhouse i was tasked with creating the building model, assigning materials and propsing.
Aka Jon Bernthal
Trophies/Achievements
Hi Guys, I am glad to share some works I have done on Ghost Recon Breakpoint. Here is Nomad On this character I was in charge of the head (+the beard) The iconic outfit was a team effort, I was in charge of the pants and the T-shirt The tactical vest, bagpack, gloves and shoes was made by others members of the team
Illustrations done in 2014 to help define the iconic look of the team of ghosts & their "activities". © Ubisoft
Early 2016 I was in charge of visual developing content for GR Wildlands DLC including character design researches and mood concept arts. To be honest I would have loved to push for something more Rambo 1982 like but it ended up with something modern/tech. Fun project to work on by the way and hope you'll enjoy those new ennemies that raised difficulty up !
Alpha Coders - Your Source For Desktop Wallpapers, Phone Wallpapers, Gifs, PFP, and More!
I participated to this prod with a crew at Unit Image. This is the first Prod where I had an environment and shots on my charge. I had to build the factory of drone exterior and interior side, the torture room, the first shot of the rebel camp. I also created the walker tablet, the nomad weapons, the helicopter and the jeep for the pursuit sequence. Finally I also was put in charge of lighting, rendering and compositing on some shots for the pursuit sequence. That was a great experience with all Unit Team
Here's some Bivouac and Oger zones that I worked on during the developpement of Ghost Recon Breakpoint. I was in charge of : ► Terrain Adjusting ► World Building & propsing ► Vertex Painting ► Decals Worked in collaboration with many amazing talented artists !
First AAA Game i collaborated on: Tom Clancy's Ghost Recon Breakpoint As Level Artist I did architectural models and material application along with decal placement and vertex paint. Set dressing (propsing) was done in collaboration with level designers to ensure best visual quality and correct navigation
Environment Artist on Tom Clancy's Ghost Recon: Wildlands Some of the assets and PBR textures I created on this project.
Here are some buildings that I worked on during the developpement of Breakpoint. I was mostly in charge of the modelisation of the building's structure, annexes, some vertex painting and decals. Also did in part the propsing layout inside the buildings. HUGE THANKS to : -Arthur Sautel, Valentin Moracchini and Thibault Moulin my wonderful level designer partners for these buildings -Cristel Mrowka and David Pellet that helped me a lot on the first months here -All the great people of the props team (propseux<3) -Especially the world building team in Paris that did a marvellous job at creating the great archipelago of Auroa -and all the people that made this game possible Enjoy !
I have the pleasure to work on great props on Ghost Recon Breakpoint. So there is more details on specific props I made during my time at Ubisoft Bordeaux.
I was in charge of the scene assembly, lighting, rendering and compositing of the jungle and weaponry sequence.