I am working on video games as Senior - Lighting Artist / Level Builder / Tech Artist since 12 years. I am also working with Unreal engine since +10 years and other engines. I am mainly oriented in Look Dev and Photo direction (Final shot, lighting & compositing).
- Call of Duty
- Call of Duty : Modern Warfare III
- Call of Duty : Modern Warfare II
- Call of Duty : Warzone Pacific
Head/Lead lighting artist on SB. Lighting/Rendering/Tech/R&D on Sackboy: A Big Adventure [...]
BAFTA Award for Best British gameand Best Family game.
Supporting art/tech lighting for different projects of the company (Sheffield projects/teams: Spyder (IOS) & Hood (Multi platforms). Tool strategy and lighting workflow for the project.
More infos on : http://www.quentinpapleux.com
Head of environments creation (Level art & technical).
== Level Artist / Environment artist / Tech Artist / Lighting Artist ==
o Modeling lowpoly, UVW, Texturing
o Shading / Material
o Environment Building
o Landscape modeling & Painting
o Lighting (Environment / Game & Cinematic)
o Post-Process
o Rendering Optimizations (Draw / GPU / PC, X1, PS4)
o Visual Script (Kismet)
o Environment VFX & Gameplay VFX clean
o Final look / Clean
o Technical writing, back up.
Article about my work on Shiness : https://80.lv/articles/building-environments-for-a-cartoon-game/
Projects:
Enigami
o Shiness (PC, X1, PS4) / Action RPG
o Foodfight XVI (PC, X1) / Multiplayer Party Game - Cancelled
o Maât (Android, Ios) - Puzzle Game - Cancelled
o Unannounced project - Action RPG
o Unannounced project - MMO/RPG
Co-Prod with Ekstra-Reality
o Studio Director (AR, Unity, iOS)
Modeling/Texturing Environment/Props/Characters on Shiness (PC, X1, PS4)