Art Director & Indie Game Developer
"Always Be Creating - Samwise Didier"
Currently working on XR Prototyping at Meta
North Peak Entertainment is a small indie studio located in Ottawa, Canada that strives to create new narrative experiences that bring art, design, and storytelling into a unique package.
At Skybox Labs, I was an Art Director currently managing multiple IP projects and Co-Dev projects. My day-to-day consists of growing and evolving our art department and guiding artists. I also focus on cultivating relationships with future Co-Dev teams and developing our internal IPs.
While Art Director on Halo Infinite I focused on establishing co-development with 343 Industries. My duties also include focusing on department growth and ensuring all artists and designers are fulfilled and growing in their career paths while balancing their workloads and deadlines to ensure we deliver a new level of quality for the Halo universe.
Art Director - Halo Infinite
Art Director - Multiple Internal IP teams
Art Director - Co-Dev
at Ubisoft, I was responsible for managing the character art production team where we work on all current and future RB6 Operatives. My responsibilities ranged from training and mentoring employees to ensure every artist and designer is working at their best potential and ensure the best career progression.
On a daily basis, my responsibilities consisted of communicating with all departments to address bugs, art reviews, timelines, budgets, implementation, and performance of final assets, to ensure the vision and quality of the game is fulfilled.
As a Professor at Humber College, I teach many branches of Game Development for Art. My classes teach students how to build competitive portfolios and a professional understanding of creating games from concept to shipping a title.
- Game Production management and planning
- Art DCC workflows
- Unreal & Unity technical art
- Visual shaders and particle simulations
- Lighting and VFX
- Optimization and technical analysis
At Ubisoft Montreal, I am responsible for producing AAA characters while also supporting the environment team in asset development. My responsibilities on a daily basis consist of creating AAA characters, environment assets, and marketing material for future titles. I work with Art Directors and Managers to help improve production and mentor other artists so the team produces consistent visuals.
- 2D concepting
- 2D illustration for brand and marketing
- 3D character modeling
- 3D modeling and design for gameplay elements
- 3D texturing for assets
At Budge Studios I was responsible for managing the production team where we work across multiple projects simultaneously. My responsibilities On a daily basis my responsibilities consist of communicating with all departments to address bugs, reviews, timelines, budgets, implementation, and performance of final assets, to ensure the vision and quality of the game are fulfilled. This includes finding new technologies and workflows that can improve the production and daily productivity of my peers. I also participated in training and mentoring employees to ensure every artist is working at their best potential and ensure the best career progression depending on their aspirations.
Responsibilities:
- Directing 3D & 2D production
- Directing Animation production
- Directing Cutscenes and Cinematics
- 2D concepting
- 2D illustration for brand and marketing
- 2D asset implementation for games
- 3D modeling and design for gameplay elements
- 3D texturing for assets
As the Art Director and 3D Lead at Kindly Beast, I am responsible for managing and directing the entire Art Department and production of multiple titles while also developing and integrating our 3D workflows and production standards. My responsibilities range from training and mentoring employees to ensure every artist and designer is working at their best potential and to provide the best career progression. While managing the production of multiple titles at Kindly Beast, my daily responsibilities consist of communicating with all departments to address bugs, reviews, timelines, budgets, and implementation of final assets, to ensure the vision and quality of the game is fulfilled.
Responsibilities:
- Directing 3D & 2D production
- Directing Animation production
- Directing Cutscenes and Cinematics
- 2D concepting
- 2D illustration for brand and marketing
- 2D asset implementation for games
- 3D modeling and design for gameplay elements
- 3D texturing for assets
As the Art Director and 3D Lead at Kindly Beast I am responsible for managing and directing the entire Art department and production of multiple titles while also developing and intergrating our 3D workflows and production standard. My responsibilites range from training and mentoring employees to ensure every artist and designer is working at their best potential and ensure the best career progression. While managing the production of multiple titles at Kindly Beast my daily responsibilites consist of communicating with all departments to address bugs, reviews, timelines, budgets and implementation of final assets, to ensure the vision and quality of the game is fullfilled.
As a Professor at Humber College, I have been teaching students advanced techniques on how to build characters and environments to industry standard in a wide variety of classes including character modeling, texturing, and rigging. I also teach how to use industry programs such as ZBrush, 3DS Max, Maya, Substance Painter, and Substance Designer. While at Humber College, I have also helped restructure the course curriculum to be up to date with the industry’s ever changing environment.
As a 3D Artist, I am responsible for both environment and character production on various projects at Globacore Inc. I also had the opportunity to take leadership over production of 3D assets, characters as well as environments where I helped design level layout, art style and player experience. My daily tasks consist of
optimizing or authoring our own assets for real time production, conceptualizing any 3D and physical props for motion tracking, texturing and lighting scenes and assets for production as well as research and develop new avenues of virtual reality and mobile games.
I was the 3D Artist and VFX Artist and was responsible for creating visual effects for multiple shows such as Shadow Hunters and Murdoch Mysteries. My responsibilities included creating 3D assets and room layouts from architectural drawings, lighting scenes and texturing assets and unwrapping assets for the lead artist as well as creating particle simulations or effect shots in 3DS Max and Maya, then importing those clean plates into Nuke for compositing.