
Technical Director at Ubisoft (Montreal)
Montreal, Canada Area

Technical Director at Ubisoft (Montreal)
Montreal, Canada Area
Self taught 3D artist at start, I went to specialize my 3D skills in a Montreal private school called Centre NAD in 1996 and was employed by Ubisoft in 1997. Since then I filled various positions such as: modeler, level artist, team lead, technical director.
My work include many games:
Prince of Persia (2008)
Rainbow Six: Vegas 2 (2008)
Rainbow Six: Vegas (2006)
Splinter Cell: Chaos Theory (2005)
Rainbow Six: 3 (2003)
Rainbow Six: Raven Shield (2003)
Batman: Vengeance (2001)
Speed Devils (1999)
Speed Busters (1998)
I've used many in-house engines and different versions of Unreal Engine as well as developed on many format: PC, Dreamcast, PS2, Xbox, PS3, Xbox360, PSP.
I used different software but mainly 3D Studio Max, Photoshop, Perforce and I developed a self taught MaxScript knowledge by creating scripts used by many co-workers.
I have also been teaching in a private 3D school (2004) and at the university, UQAT from 2005 to 2008.
I have both Canadian and American citizenship, speak and write in French and English.
I also have a strong passion for photography :)
Lighting, Photography, MaxScript, Technical Graphics.
(Public Company; UBI; Computer Games industry)
July 2004 — Present (5 years 6 months)
Photography services offered for various in-house projects. Creating both texture for in-game character and also photo projection on 3D models for high rez CG movie.
- Answer the cinematic departement demand by creating sets of photography to suit their needs.
- Setup lighting and accesory during the photoshoot.
- Take and process the multiple shoot taken.
(Public Company; UBI; Computer Games industry)
December 1998 — Present (11 years 1 month)
The Technical Direction position is there to fill the need in-between the programming and graphic team at the start of the production and to watch the project critical stages to ensure a good flowing production.
- Determine the graphic team needs and work with the programming team to deliver the tools.
- Create scripts to help the graphic production.
- Identify production hic-up before they show up.
- Work to define production guidelines.
- Create documentation and teach the production workflow.
- Near the project end, work with the programming team to identify and apply possible optimization.
> Undisclosed Project (2009), PSP
November 2008 – ???
Tom Clancy's Rainbow Six: Vegas (2006), Xbox 360
April 2005 – November 2006 (1 year 8 months)
> Batman: Vengeance (2001), PlayStation 2
December 1999 – October 2001 (1 year 11 months)
> Speed Devils (1999), Dreamcast
December 1998 – November 1999 (1 year)
(Public Company; FR0000054470; Computer Games industry)
June 2009 — June 2009 (1 month)
Assigned photographer for a short movie produced by Ubisoft/Hybride. The goal was to photograph costumes, props and any other material relevant to creat a reference database from to post production CGFX.
Aside from this, I also took many pictures of the set while cameras were rolling.
(Educational Institution; Higher Education industry)
2005 — 2008 (3 years )
Teach a bunch of student the basics of video game creation. The class was given based on Unreal Engine 2.
(Public Company; UBI; Computer Games industry)
December 2003 — March 2008 (4 years 4 months)
The Level Artist position is all about making a particular level look great and fit into the game constrain. As a Level Artist, I receive a basic layout and background story of the level and find reference images to render the level quality demanded.
- Build a level based on a basic level design layout.
- Create first pass of lighting to give the level its ambiance.
- Create structural meshes and add them to the level.
- Send modeler and shader artist reference images for them to create other detail objects.
- Optimize and debug the level for it to run on the targeted platform.
> Tom Clancy's Splinter Cell: Chaos Theory (2005), Xbox
December 2003 – March 2005 (1 year 4 months)
> Tom Clancy's Rainbow Six: Vegas 2 (2008), Xbox 360
December 2006 – March 2008 (1 year 4 months)
(Privately Held; Education Management industry)
2004 — 2004 (less than a year)
Teach a bunch of student the basics of video game creation. The class was given based on Unreal Engine 2.
(Public Company; UBI; Computer Games industry)
August 1997 — November 2003 (6 years 4 months)
- Track a list of assets to be created for the game.
- Create the assets using already valid references or find reference images.
- Prepare the object for mapping by adding standard UnWrap.
- Always keep in mind the project specific needs/contraints.
> Speed Busters: American Highways (1998), PC (Windows)
August 1997 – November 1998 (1 year 4 months)
> Tom Clancy's Rainbow Six : Raven Shield (2003), PC (Windows)
> Tom Clancy's Rainbow Six 3 (2003), Xbox
November 2001 – November 2003 (2 years 1 month)
Photography, Digital PostProcessing, New Tech, Cinema, Driving