These 3 "Monster Mix" images are the result of a challenge: defining the art direction of a casual game by designing from scratch a fake screen, a logo and a character... within a week!
A few slides from the art direction guidelines of a fantasy casual ressource management game with a focus on UI.
I joined Redsteam as Concept Artist in November 2009, at the very beginning of this Gameloft pre-production studio created by Arthur Hugot.
In April 2010 I became Lead Concept Artist, then Art Director Concept Art in november 2011.
Redsteam was the only Gameloft studio specialized in pre-production. Its mission was to provide high quality art assets to any Gameloft studio around the world, from concepts to highpoly models and mock-ups.
All images used with permission from Gameloft.
Aah my freelance years
All info and more on my old website:
2000 > 2004
In 1999, as i was looking for an internship during my art school cursus, i ended up getting my first freelance missions for Widescreen Games (Lyon, France) designing the main characters for their first game, Franck Herbert's Dune (PS2, PC) edited by Cryo.
After joining the team in 2001 as a full time Concept Artist i quickly learned to use Maya. I designed and modeled the main characters and creatures during 4 years on most of their projects:
- White Fear (canceled) 2002
- Star Academy (PS2) 2003
- The Plague (canceled) Namco 2004
- Airborne Troops (PS2, PC) 2005
- Dead to Rights II (Xbox, PC) Namco 2005
- Black Bucaneer (PS2) 2006