Welcome to my Portfolio

I am an experienced technical artist with over a decade of AAA experience in the field of real-time rendering. I specialize in lighting, level beautification, tools design, and workflow improvements. I hold a BSc in Computer Science from the University of Fribourg, Switzerland.

I have worked on award-winning games and large AAA productions including the Crysis series, Ryse: Son of Rome, Grand Theft Auto V and Red Dead Redemption 2. Therefore, I have a proven understanding of the art, lighting and tools requirements for many types of projects, from highly scripted cinematic experiences to large-scale open worlds, as well as competitive multiplayer games.

I currently work for Unity Technologies, as Senior Technical Art Manager in the Technology organization. I manage several teams of Technical Artists for the Rendering Pipelines (URP & HDRP), Lighting, Scene Visibility, and Visual Effects. My group’s mission is to improve artists’ efficiency, develop new features alongside engineers and designers, validate the technology, and educate users globally.

For more information, please see my detailed resume or contact me on LinkedIn. You can discover my work below or visit my Best Of section.

HDRP Template for Unity

I was a leading force behind the new scene template for the High Definition Render Pipeline, from early requirements, to final delivery. It features most key features found in HDRP, from the volume system, to the physically based lighting and exposure. Furthermore, I solely created the following trailer.

The new template is set up in a physically based way, with a realistic sun intensity at 100,000 lux and correct exposures for each location. Beginners now have a good setup to start lighting their scenes, and they can experiment confidently with this template, knowing that the lighting is already correctly tuned. 

To help users understand how the lighting is set up, I prepared a cheat sheet with important values, with color temperatures and intensities of common light sources, as well as exposure values of typical scenes.

Learn more about the making of this project by reading my official blog post.