I’m Lead Artist and an Art Production Lead with more than 25 years of experience in the video game industry, working across AAA console, PC and VR productions. I started my career as a 3D artist and progressively expanded my role into multiple areas of real-time development, including environment, character, animation, lighting, VFX and technical art.

During my years at Ubisoft I contributed to several major franchises such as Tom Clancy’s Splinter Cell, Rainbow Six, Raving Rabbids, Tomb Raider and Just Dance gaining broad experience in large-scale game production.

Since 2015 I’ve been working at Reply Game Studios as Lead Artist, leading multidisciplinary art teams and helping shape production pipelines while staying closely involved in the creative and technical aspects of real-time development.

  • Lead Artist & Art Production Lead with 25+ years in AAA and cross-platform game development.
  • 10+ years leading multidisciplinary teams up to 30 artists across console, PC and VR productions.
  • Strong expertise in real-time pipelines, visual direction and cross-department coordination.
  • Experienced in delivering high-quality titles from pre-production to gold master.

Curriculum Vitae

CORE EXPERTISE

  • Art Direction & Visual Identity Development
  • Art Team Leadership (up to 30 people)
  • Team Structuring, Mentorship & Talent Growth
  • Real-Time Production Pipelines
  • Production Planning & Cost-Aware Technical Decisions
  • Cross-Department Coordination (Art, Design, Tech)
  • Outsourcing Supervision & Quality Control
  • Photogrammetry & Asset Capture Workflows
  • Motion Capture Integration (Hardware-to-Engine)

WORK EXPERIENCE

REPLY GAME STUDIOS (2015-Present)

  • Led and structured a team of up to 30 artists across concept, environment, character
    animation and VFX
  • Defined visual benchmarks, art guidelines and ensured milestone delivery within
    technical constraints
  • Supervised asset quality and milestone deliveries
  • Coordinated with production and tech for performance targets
  • Contributed to Unreal Engine pipeline decisions
  • Contributed to production planning and team scaling aligned with budget constraints
  • Supported long-term team vision through targeted hiring and skill-gap analysis
  • Defined visual benchmarks
  • Collaborated with production and stakeholders to balance creative ambition and
    investment limits
  • Oversaw real-time art pipelines including photogrammetry and mocap integration

UBISOFT (2001-2014)

  • During my time at Ubisoft I progressed through several artistic and technical roles, starting as an Environment Artist and later working as Animator, Cinematic Artist and VFX Artist. I then moved into more specialized and technical responsibilities as Technical Art Director and later as Senior Specialized Artist in Lighting and VFX, contributing to major AAA productions across franchises such as Tom Clancy’s Splinter Cell, Tom Clancy’s Rainbow Six and Just Dance.

SOFTWARE WORKFLOW

  • Unreal Engine 5
  • Unity
  • ZBrush
  • Substance Suite
  • Adobe Suite
  • Blender
  • 3ds Max
  • Agisoft Metashape