With over 25 years of experience in the entertainment and gaming industries, I’m a freelance creative concept artist and art director specializing in visual world-building, storytelling, and high-impact art direction. My career has spanned AAA game development, animated features, and original IP creation, collaborating with some of the industry’s top studios and visionary teams.
From defining the art direction for Assassin’s Creed Valhalla’s expansion at Ubisoft Bordeaux to leading the concept art team at Sparx* , A Virtuos Studio, I’ve consistently blended creativity with leadership to deliver bold, immersive visual experiences. My approach is grounded in narrative, driven by design, and always pushing the artistic potential of every project.
As a freelancer, I partner with global clients to bring ideas to life through compelling visual development, from early-stage ideation and style exploration to detailed concept design and cohesive art direction. Whether building new worlds or refining existing ones, I’m passionate about crafting visuals that resonate, inspire, and elevate storytelling.
Managing the concept art team on different projects.
Art review, art direction supervision, exchange with clients, ...
Management: supervising the team members, mentoring, hiring, 1&1, ...
Ghost Recon Breakpoint.
leading a team of 2D environments and characters concept artists, 3D
environment and characters artists, VFX artists, Texture artists, Technical
artists, ... (AAA game, X1, PS4, PC)
Following, creating and developing the art direction of the environment and
characters assets, the characters design, and some other art stuff. Driving the
concept art team and the art team to reach the artistic and the technical quality
expected on a AAA console game and help them to follow the art direction.
Also managing an Art team of 35 members. This included holding
regular 1.1s, bi-yearly performance reviews, and overall day to day team
management.
Operating the art operations on the project and taking part in the art
development of the project. This included organizing, prioritizing, and
delegating art tasks across multiple disciplines and several timelines.
Working with outsource partners in other Ubisoft Studios abroad to produce
additional art assets and ensuring they are integrated into the game.
On Ghost Recon Wildlands Year 2.
Leading the team of 3D character artists, 3D environment artists, and UI/UX
artist (AAA game, X1, PS4, PC)
Following, creating and developing the art direction of the environment and
characters assets, the characters design, the UI and some other art stuff.
Driving the art team to reach the artistic and the technical quality expected on
a AAA console game.
Also managing an Art team of 5 members. This included holding regular 1.1s,
bi-yearly performance reviews, and overall day to day team management.
Operating the art operations on the project. This included organizing,
prioritizing, and delegating art tasks across multiple disciplines and several
timelines.
videogames industry (2007 to now) :
_Senior concept artist at Game Consulting (remotely work).
_Lead Artist RedLynx a Ubisoft Studio (Helsinki).
_Art director O-Some Studio.
_Senior concept artist at Game Consulting (remotely work).
_Senior visual design director at artefacts studio.
_Senior Concept Artist at Game Consulting for FOX (remotely work).
_Senior Concept Artist for Triotech (Montréal) (remotely work)
_Senior Concept Artist at Game Consulting for UBISOFT (remotely work).
_Senior storyboard artist at Arkane Studio for BETHESDA (remotely work).
_Art director, Senior Concept Artist, storyboard Artist and texture artist at Artefacts studio.
_Senior concept artist at Forge Animation.
_Senior concept artist at Artefacts studio.
_Illustrator marketing for UBISOFT at Takeoff (remotely work)
_Senior concept artist at Game Consulting (remotely work).
_character and background designer for CEGOS (remotely work).
_Senior concept artist at Game Consulting (remotely work).
_Art director at Okugi-studio (remotely work).
_Senior Concept Artist and Art director for UBISOFT at Phoenix-interactive.
Art scool (2010 -2015) :
_Concept art teacher at Aries Game art (Lyon) 3 years .
_2D environment art teacher at Esia 3D (Lyon) 1 year.
Edition :
_illustrator at Long Island (remotely work)
_Illustrator for le Lombard (remotely work).
_Illustrator for Giénat éditions (remotely work).
_Designer on comics the book “Don Quichotte de la mancha” Glénat éditions (remotely work).
_Designer on 4 comics books for Soleil Productions (remotely work).
Animation series/movies (2000- 2005) :
_Layout-man at Tridente for Filmax (Madrid) on "Nocturna".
_Background designer at Cinetelefilm (Belgium) on the making of "Viva Carthago" (remotely work).
_Background designer at SEAHORSE Productions (for DIC Entertainment) on the making of "Sabrina" (4th saison) (remotely work).
_Background designer at SEAHORSE Productions (for DIC Entertainment/MGM) on "stargate".
_Full animator of "le petit trio" Ovid Production .
_Background and props designer for BKN Studios.
Lead Artist on "South Park Phone destroyer"
Responsible for the design and production of mobile game artwork.
Setting the art vision, coaching and managing the creative multicultural team of talented artists to create game art.
_Managing an Art team of 9 members. This included holding regular 1.1s, be-yearly performance reviews, and overall day to day team management.
_Operating the art operations on the project. This included organizing, prioritizing, and delegating art tasks across multiple disciplines and several timelines.
_Working with outsource partners in other Ubisoft Studios abroad to produce additional art assets and ensuring they are integrated into the game.
_Working with a 3rd party brand owner to secure feedback and approval on in-game assets.