Overview the Character/Animation Production for STEEP and THE DIVISION game.
Currently Building High end Teams that can produce for several AAA game in parallel
Supervising 28 persons ( directly or indirectly in different location )
Technical Direction on all character aspect.
Director Character and Animation - AC4 - Black Flag
Ubisoft
September 2012 - November 2013
Annecy
Director of the Character Department in Annecy Studio
Technical Overview on the production
Production manager overview
Overview the Outsourcing Part of the production in Shanghai. -( Defining Process,pipeline,Review.. )
Supervising Directly or indirectly 22 persons
Production Manager of charaters´ Team -AC3
Ubisoft
November 2011 - August 2012
Annecy
Lead Animation/Lead Character
Animation Technical director
Training Outsourcer Team
Managing directly 12 persons
Characters´ Production Manager on Assassin´s Creed Revelation - Multip
Ubisoft
November 2010 - October 2011
Production Manager of charaters´ Team
Animation Technical Director
Modeling supervisor
I manage directly 14 person during the production
Lead Animation / Character Modeling on Assassin´s creed Brotherhood -
Ubisoft
June 2008 - November 2010
Production Manager and Animation Technical Director on Assassin's creed brotherhood - Multiplayer.
I'm in charge of everything related to the characters in this game. it goes from the design of the character , to the modeling, the rigging,the animation, the integration in game and the fact that we are able to produce all this Data in this amount of time.I've recruited and created the whole team that has actually worked on Brotherhood.
my purpose was to create an unique team instead of the classical 2 or 3 one that you could see in other studio. character is a whole and everything is tied. all my team members are aware of that, and that's one of the point that made us create the best visual multiplayer game ever.
I ´ve managed 8 person during this production
TD Animation
Ubisoft
2007 - May 2008
Animation Technical Director on several project (unreleased yet)
my different area of work were Pipeline, Workflow, Setup, technical documentation and test, rigging, sometimes skinning, and one of the most important part, sharing my knowledge with the rest of the team.
Motion Capture Animator
Ubisoft
January 2007 - July 2007
My mission was to upgrade the existing animations in the solo game from scratch. New pipeline unknown from everyone in the studio, and nobody with animation skills on this project when i arrived.
I've recreated a working pipeline for motion captured animation, and created a workflow to allow camera animation in our engine.
Reference: Dark Messiah of Might and Magic (X360)
Motion Capture Editor
Ubisoft
June 2006 - November 2006
Motion Capture Editor – Ubisoft- Montreuil (93-France)
-Integration of new mocap data in the existing pipeline.
Total autonomy on the project.
-motion list and capture session technical supervisor.
-Upgrade of the old animations.
Référence: - Ghost Recon Advance Warfighter II
Motion Capture Editor
Attitude-Studio
May 2005 - May 2006
Motion Capture Editor – Attitude studio- Plaine Saint Denis (93-France)
- knowledge of the whole workflow, from the capture session to the final scene delivery:
-Tracking and cleaning of the Mocap data.
-Integration: retargetting on the 3d character
-post animation ( finger animation, facial, props, hairs).
Référence:
- TV Show : Skyland (26*26min) , Galactik Football(26*26min)
- In Game cinematic: Getting up
3D engineer
architecte studio
July 2003 - December 2004
3D Engineer – Architectes studio- Chalon sur Saône (71-France)
-Creation of picture and animation for architectural project. Work in colaboration in a Virtual
Reality Project for the hospital of Chalon sur Saône: Constraint definition, planing, improvement,
execution, rendering.
- animation : keyframe, blendshape, skinning
metrology expert
Kodak
July 2000 - February 2001
my work was to check the quality of the measurement on various technology ( heat, ph, optical) and to solve the cause of dysfonctionnement by new calibration methode.