Christian Sirois

Christian Sirois

Technical Director at Ubisoft (Montreal)

Montreal, Canada Area

Current
Past
Education
  • Centre N.A.D.
  • College Antoine-Girouard
Connections
180 connections
Industry
Computer Games
Websites

Christian Sirois’s Summary

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 :)

Christian Sirois’s Specialties:

Lighting, Photography, MaxScript, Technical Graphics.


Christian Sirois’s Experience

  • 3D Photographer

    Ubisoft

    (Public Company; UBI; Computer Games industry)

    July 2004Present (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.

  • Graphic Technical Director

    Ubisoft

    (Public Company; UBI; Computer Games industry)

    December 1998Present (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)

  • Set Photographer

    Ubisoft

    (Public Company; FR0000054470; Computer Games industry)

    June 2009June 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.

  • Teacher

    Universite du Quebec en Abitibi-Temiscamingue

    (Educational Institution; Higher Education industry)

    20052008 (3 years )

    Teach a bunch of student the basics of video game creation. The class was given based on Unreal Engine 2.

  • Senior Level Artist

    Ubisoft

    (Public Company; UBI; Computer Games industry)

    December 2003March 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)

  • Teacher

    LaSalle College

    (Privately Held; Education Management industry)

    20042004 (less than a year)

    Teach a bunch of student the basics of video game creation. The class was given based on Unreal Engine 2.

  • 2D / 3D Artist

    Ubisoft

    (Public Company; UBI; Computer Games industry)

    August 1997November 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)


Additional Information

Christian Sirois’s Websites:

Christian Sirois’s Interests:

Photography, Digital PostProcessing, New Tech, Cinema, Driving


Christian Sirois’s Contact Settings

Interested In:

  • career opportunities
  • consulting offers
  • new ventures
  • job inquiries
  • expertise requests
  • reference requests
  • getting back in touch

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