I studied in graphic design in a technical school in 2002 where I learned the basic of visual composition. I worked for a while as a graphic designer before heading toward a career in the video game industry.
I started to work with 3D when I studied at the National Animation and Design Center (NAD Center) in Montréal (Canada) in 2006 through a Design anbd digital art for video games course. It allow me to learn tools like 3dsmax, Z-Brush and game engines while doing three demos and a playable game as a team project.
I then worked at the Ubisoft Montreal studio as a level artist. This experience gave me the opportunity to work on single player and multiplayer maps and get more familiar with the production process.
I also worked at the Eidos Montreal new studio on their first game during almost two years. As a texture artist on Deus Ex: Human Revolution, I had the responsibilities to create textures and materials for multiple complete levels, including one that was presented at the 2010 E3.
I then worked at the new THQ studio in Montréal on a new next-gen IP. The unexpected bankruptcy of the company have sadly put an end to that adventure but i learned a lot about environment modeling and texturing through it.
After that, I went back to Ubisoft Montréal to work on several projects where I worked with SpeedTree and with Substance Painter and the PBR texturing pipeline.