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2012-2013
Older Work

This is a collection of some older freelance and personal work. These images represent the starting point of my career in the Gaming Industry.

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2017-2020
Watchdogs: Legion

I have been a part of the WD Legion team since the game's early pre-production stages. Our mandate was to build a near-future distopian version of the Southwark Borough. The challenge was to capture the authentic feel of the Borough while introducing the dystopian elements of an Authoritarian Security State. My responsibilities as a Lead Artist were to ensure we deliver the best possible quality while not straying away from our imposed budget. My usual activities, depending on the production stage, were distributed between planning & management,  reviews, research, documentation, and tools creation. This gallery is a homage to each one of the talented Artists and Designers from the World-Building team. It reflects only but a small glimmer of their great work and I hope it can paint a picture of how professional and passionate they truly are. A list of all involved artists can be found inside the gallery.

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2014-2015
Video Mapping

Some examples of Video Mapping I've done while collaborating with the Les Ateliers Nomad Studio. I was responsible for all of the 3d modeling and 3d motion graphics.

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Substance Designer

This is a collection of materials I've been experimenting with. Since joining Ubisoft, I've had the opportunity to meet some of the best internal substance designer specialists by participating in various cross studio workshops. They gave me a great insight into how to approach the procedural generation of content by sharing their workflows and tips&tricks.

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2015-2017
Ghost Recon: Wildlands

I was fortunate enough to join the Ubisoft World-Building team and work on my first AAA title. I was given ownership and high creative freedom while working on several regions of the map. It was truly a great learning experience.

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Houdini Tools

I've been using Houdini to quickly explore and generate 3d content. Procedural modeling has become my go-to approach whenever something needs to be built on a global/mass scale. This gallery shows some out of context experimental tools.

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