pascal Blanché

pascal Blanché

During the day I work as Art Director at Ubisoft Montreal. D

Senior Art Director / 30 yrs

Montreal

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Concept Artist

Aquaman and the Lost Kingdom (2023)

Concept Artist

Aquaman (2016)

Splinter Cell Conviction (2010)

Avatar: The Game (2009)

Animator

Kaena: The Prophecy (2003)

Art Director

Myst IV Revelation (2004)

Art Director

Naruto: Rise of a Ninja (2007)

Art Director

James Cameron’s Avatar (2010)

Director of concepts

Kinect Disneyland Adventures (2011)

Art Director

RuneScape (2001)

Art Director

mighty quest for epic loot

Work History
  • Senior Art Director

    Ubisoft Montréal

    July 2012 - Present

    working on Mighty Quest for Epic Loot

  • Art Director

    Jagex

    March 2011 - July 2012
    Cambridge, United Kingdom

    In charge creating the new visual direction on Runescape,
    a MMORPG released in 2001, running on internet browser.
    10 years of very dense contents to update with new quests almost every weeks.
    Engine was an internet browser, almost no downloads, lots of limitations

  • Art Director / Director of concepts

    Frontier Developments

    January 2011 - March 2011

    Helped with environment designs for Kinect Disneyland Adventures

  • Director of animation and Senior Artist

    Frontier Developments

    August 2010 - January 2011

    in charge of the animation quality both in game and cutscenes on The Outsider

  • Art Director

    Ubisoft Montréal

    September 2007 - August 2010

    JAMES CAMERON'S AVATAR ( Xbox360/PS3/PC)
    Consulted with Lightstorm's Art Team to convey the movie's
    visual feel into the game.
    Established production pipelines and set quality standards by
    producing prototypes and visual guidelines for the level artists
    and modelers
    Developped with the technical directors and programmers the
    tools needed to improve the visuals
    Adressed the stereoscopy challenge on every aspects of the
    visuals: level art, props, UI..

  • Art Director

    Ubisoft Montréal

    March 2006 - September 2007

    NARUTO RISE OF A NINJA ( Xbox360 )
    Executed many visual prototypes with technical director to improve the look and feel up to an equivalent japanese style game of the same franchise
    Colaborated on the game design level to find effective solutions and submit visual responses to the production needs.
    Supervised with the lead character designer the quality standard needed to respect the Naruto franchise
    Established the look and feel of the whole game, from Fxs, level art to color palette and UI

  • Character Art director

    Ubisoft

    November 2005 - May 2006
    Montreal, Canada Area

    Worked at the Montreal cinematic Studio on CG cinematics for Assassins's creed, Raimbow Six Lockdown and Splinter Cell Conviction

  • Art Director

    Ubisoft Montréal

    November 2004 - November 2005

    original IP developpement

  • Art Director

    Ubisoft Montréal

    January 2002 - October 2004

    Art director for MYST IV REVELATION ( PC )

    Responsible for the quality standard.
    Participated on the floor to create the best pre-calculated visuals in a video @ that time, and respect the ground breaking visuals established by the Myst franchise.
    Developed with the technical directors new approaches in pre-calculted visual development in a game: a reel mix of pre-rendered elements, real time technology and live actors.
    Supervised all aspects of the visual design from shaders to lighting and costumes.
    TRAILER: https://www.youtube.com/watch?v=eel74dZY3Ug

  • Lead Character Designer

    Ubisoft Montréal

    November 2001 - January 2003

    Designed, modeled, textured and rigged all the creatures for Myst IV revelation

  • Lead animator

    TVA International

    July 2000 - December 2001

    KAENA THE PROPHECY (CG movie)
    meet the deadlines with the quality asked for
    Supervise a team of other animators and support them in their work
    Some camera editing
    TRAILER: https://www.youtube.com/watch?v=cRwTWgS40E8

  • Lead cinematics

    Xilam Production

    September 1998 - July 2000

    STUPID INVADERS
    Responsible for the creation and quality of the characters: modeling, texturing, rigging, animation
    Following the director's storyboard, i was responsible for cinematic sequences from A to Z: animation, lighting, camera, editing, Fxs.
    TRAILER and some cutscenes: https://www.youtube.com/watch?v=WzljyVKcnpA

  • Lead Artist

    Katarsys

    December 1996 - September 1998

    Modeler
    Cinematic artist
    Animator

  • Animator

    Haiku Studios

    March 1997 - September 1997

    ELRIC THE NECROMANCER
    character modelisation
    In game animations

  • Lead artist

    Virtual Xperience

    March 1994 - February 1997

    ATRIPOLIS 2097
    Character modeler
    Props modeler
    Animator
    Cinematic Animator
    Editing
    FXs

  • illustrator

    Tilt Magazine

    September 1993 - February 1994
Education
  • Ecole nationale supérieure des Beaux-Arts de Marse

    1989 - 1994