Real-Time Technical 3D Artist with 25 years of experience delivering interactive environments, custom shaders, VFX and lighting pipelines under strict real-time performance constraints. Deep expertise in Real-Time optimization — LOD strategies, draw call management, shader performance, platform-specific profiling.
Former Art Director and team lead, with over 50 shipped projects across console, mobile, VR and AR. Experienced in managing full art production cycles: scoping, task breakdown, recruitment, quality reviews and team coordination.
I specialize in real-time 3D environments, from scene building and material creation to technical problem-solving when performance budgets are tight. My technical art background means I bridge the gap between artistic vision and engine-level constraints.
Core skills:
— Real-time environments: modeling, texturing, level building, lighting, integration
— Technical art: custom shaders, VFX, post-processing, performance optimization
— Production management: scoping, pipelines, workflow design, milestone tracking
— Art direction and team leadership
Sectors: simulation, training, visualization, serious games, VR/AR applications, entertainment.
Based in northern France. Available for freelance missions, CDD or CDI — remote or hybrid.