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LET'S SING / VOXLER

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2025

11/2024 - 12/2025

VOXLER

Annual karaoke franchise.

Four editions shipped simultaneously across six console targets: PS4, PS5, Xbox Series X|S, Nintendo Switch and Switch 2.

Role: Technical Artist, Tools & Pipeline

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Built a fully automated character render pipeline.

A headless Blender process driven by Python ingests raw art deliveries (meshes, rigs, animations, textures) validates naming, assembles a pre-lit scene, resolves materials, skeletons and animation data, and outputs every animation frame by frame, engine-ready for Unity.

Artists drop files into a folder and double-click. No engineer is involved at any point in the loop. Covers 4 characters and ~100 unique animations. A half-day manual pass became a sub-60-second automated one. In continuous production use for 7 months, serving an asset cycle with a ~3 year lifespan.

Built an animation validation tool for animators (Unity, C#). Animators drop clips into a folder, open a scene, and a single click applies the animation to a test rig. Scale and transform errors that were invisible in the DCC and previously only surfaced after a developer round-trip are now caught by the animator in seconds. Deliberately built to fit the animation team's existing workflow rather than force a change to it.

 

Built a runtime gaze system. Eye and pupil control decoupled from baked animation, so characters react live to

on-screen events while playing authored performance animation.

 

Optimisation across six hardware targets: PS4, PS5, Switch, Switch 2, Xbox Series X/S.

Draw call reduction through LOD strategies and batching, holding visual targets across a wide performance spread.

R&D on real-time rendering techniques (glow, bloom, VFX) to meet a fixed art direction within fixed frame budgets.

FITTINGBOX

2024

02/2024 - 11/2024

FITTINGBOX

Commercial real-time 3D product visualisation.

Virtual try-on deployed to web and mobile for international eyewear brands, under hard bandwidth and device constraints.

Role: 3D Designer, Real-Time Product Visualisation

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• Created and optimised over 300 real-time assets per month for virtual try-on experiences used by luxury eyewear brands.

• Integrated large asset datasets into proprietary real-time pipelines.

• Maintained visual fidelity under strict web and mobile performance budgets, in close collaboration with engineers

Projet Archi

WARNO / EUGEN SYSTEMS

2023

07/2023 - 02/2024

Eugen System

Large-scale real-time tactics title on a proprietary in-house engine. Maps built to real-world scale with continuous world streaming.

Role: World Builder, Large-Scale Environments

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• Owned end-to-end implementation of a complete production map: layout, terrain, environment data and final optimisation.
• Built large-scale urban and architectural environments (street networks, building blocks, props) using proprietary engine tooling.
• Assembled and maintained 4 modular environment kits covering distinct regions, enforcing consistent real-world scale, proportion and spatial accuracy across the full map.
• Designed terrain and layout pipelines using World Machine procedural generation.
• Optimised environments for world streaming and runtime performance at scale.

RUBBER

2023

10/2022 - 06/2023

TECHREFT Sudio

Arcade driving game on Unreal Engine 5. Vehicle dynamics, custom rig and destruction systems.

Role: Vehicle Systems / Technical Artist

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Tuned a complete vehicle dynamics model on Unreal Engine 5's Chaos Wheeled Vehicle system mass distribution, torque curves, wheel friction, cornering stiffness, suspension spring rates iterated against playtest feedback until handling read correctly at speed.

Built a custom 6-wheel rig in Blender for accurate per-wheel ground response, then integrated it into Unreal's physics pipeline.

Implemented a modular destruction system using 3ds Max Morpher, driving realistic part separation (bumper, hood, lights) on impact.

Modelled the full vehicle in 3ds Max, using Nanite to keep a high-poly workflow viable in engine.

Re-tuned the vehicle across multiple map redesigns, holding consistent handling behaviour as the environment changed underneath it.

Real-time vehicle physics, custom rigs and per wheel environment response: the closest work in this portfolio to driving simulation.

MOVIES CGI

LASTMEAL

RALLY PROJECT

RUBBER

MOVIES CGI

2024 – ongoing colaborations

Freelance / Self-employed

Real-time cinematic production in Unreal Engine 5. Sequences delivered to theatrical exhibition on fixed production deadlines.

Role: CGI Artist, Real-Time Cinematics

LASTMEAL

07/2026

Freelance / Self-employed

Interactive application built in Unity and exported to a genuine PS1-compatible .ISO, running on original 1994 hardware inside 2 MB of system RAM.

Role: Engine, pipeline and constraint engineering

RALLY PROJECT

04/2026 « pre-alpha »

Freelance / Self-employed

Open-environment driving prototype on Unreal Engine 5. Spline-driven procedural generation and multi-view real-time instrumentation.

Role: Procedural systems and rendering

MOVIES CGI

CGI Artist – Collaboration (Aga Cieutat / Isard Film Production)

• Produced full Unreal Engine cinematic shots including lighting, rendering and VFX setups

• Delivered content for theatrical screenings (France Cinéma Le Régent 2024) (France CGR Lescar 2026)

• Worked closely with film director Aga Cieutat on multiple film projects.

• Managed realtime cinematic pipelines from asset integration to final rendering

• Managed end-to-end CGI rendering workflow

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