Curriculum Vitae

I am an experienced lighting artist with over a decade of AAA experience in the field of real-time rendering. I have a strong technical and artistic background and I specialize in lighting, level beautification, UX, tools design, and pipeline improvements.

I strive for efficiency, I am a great communicator, a fast learner and always look forward to creating stunning scenes with the most innovative rendering technologies and workflows. I believe tools should be fun to use and never hinder creativity.

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

Detailed Biography

I started my career in the video game industry more than a decade ago. In 2007, by curiosity for real-time rendering, I developed in my spare time the Natural Mod for Crysis, a famous lighting modification for Crysis, which quickly reached several hundred thousand downloads. As a result, Crytek, the developers of Crysis, pioneers in real-time 3D rendering at the time, approached me to join their team and offered me a role.

Crytek, 2008 – 2014

In 2008, once I obtained my degree in Computer Science and Information Management, I finally joined Crytek to work on Crysis 2 as their sole lighting artist, at their headquarter in Frankfurt, Germany.

Later in 2011, I remastered the lighting for the release of Crysis 1 on XBox 360 and PS3, using the greatly optimized CryEngine 3.

As a Senior Lighting Artist, I solely designed the lighting for the single-player campaign of Crysis 3, which remains nowadays a significant visual and technical benchmark for real-time graphics.

In addition to the Crysis franchise, I created the lighting for several other projects, such as the free-to-play multiplayer shooter Warface, several GDC tech demos, and unreleased projects.

I spread my knowledge about lighting, rendering and CryEngine workflows among multiple Crytek studios, licensees, and outsourcing studios. I gave several talks at GDC Europe and FMX and contributed to the publication of multiple technical papers about real-time 3D rendering.

As a Lead Level Artist, I supported the production of the Xbox One exclusive title Ryse: Son of Rome by designing the lighting for the coliseum multiplayer levels, generating PR materials, as well as mentoring fellow lighting artists.

I specified the next gen level art requirements and created several detailed specs for new tools, procedural systems, and workflows, for an undisclosed open-world game.

Finally, as a valued member of the CryEngine Core Team, I supervised a team composed of a dozen artists, animators, and programmers for an undisclosed cinematic project designed to push the boundaries of real-time graphics and promote the CryEngine.

Rockstar Games, 2014 – 2018

In 2014, Rockstar Games offered me a position at their head office in Edinburgh, Scotland, to work on the next generation upgrade of Grand Theft Auto V for PS4, Xbox One and PC. In particular, I reworked multiple key cutscenes of the single-player campaign.

I intermittently designed the interior and cutscene lighting for most GTA Online DLCs between 2015 and 2018, notably the large “Heists Update” and the “Doomsday Heist” updates.

I worked as Principal Lighting Artist on the critically-acclaimed Red Dead Redemption 2. As a lighting generalist with considerable knowledge of the interior, exterior and cutscene lighting pipelines in Rockstar Games proprietary engine (RAGE), I focused predominantly on the research, the specification and the design of tools and systems to radically improve the creation, the maintenance, and the review of the lighting in complex open-world scenarios with fully dynamic lighting and weather. Therefore, I worked constantly with tools, animation, and graphics programmers to solve the technical issues encountered during the lighting production.

In addition, I created and maintained large databases for PBR materials and lights, and documented workflows to improve the rendering quality in the RAGE engine and transmit my knowledge within Rockstar Games.

Unity Technologies, 2018 – Present

unity_logo

In May 2018, I joined the European Spotlight Team of Unity Technologies, the creators of the world’s leading real-time development platform Unity.

The Spotlight Team supports high-profile Unity developers both artistically and technically across multiple industries: game, automotive, architecture and engineering, and film. Thanks to my experience in the real-time rendering field, I am able to offer valued feedback to improve the visual quality of their project, and consequently leverage the perception of Unity. We use their feedback to influence Unity’s roadmap and develop tailored features for their specific needs.

Continuously, I work with engineers to push the real-time graphics boundaries in fields such as lighting, post-processing, world-building and UX. Furthermore, I regularly write official technical articles and expert guides to transmit my knowledge and best practices to fellow Unity users, and give workshops and talks about lighting and rendering.

Finally, I cooperate with the distributed teams at Unity to streamline the art and world-building workflows, in order to improve the usability of our tools and to facilitate the creation and maintenance of large projects made with Unity.


Credits

Unity (Spotlight Team)
2020: High Fidelity Graphics for games with HDRP (Senior Rendering Artist)
2020: High-end visualizations in Unity (Senior Rendering Artist)
2020: Virtual Production in Unity – Lexus (Senior Rendering Artist)
2019: Phoenix Point for PC and Mac (Uncredited)
2019: Sea of Solitude for PC, Xbox One and PS4 (Uncredited)
2019: Create high-quality light fixtures in Unity (Senior Rendering Artist)
2018: 11-11: Memories Retold for PC, Xbox One and PS4 (Uncredited)
2018: Set up the Lighting Pipeline in Unity (Senior Rendering Artist)

Rockstar Games
2019: Red Dead Redemption 2 for PC (Principal Lighting Artist)
2018: Red Dead Redemption 2 for PS4 and Xbox One (Principal Lighting Artist)
2015: Grand Theft Auto V for PC (Senior Lighting Artist)
2014: Grand Theft Auto V for PS4 & Xbox One (Senior Lighting Artist)

Crytek
2015: Evolve for PC, PS4 & Xbox One (Lead Level Artist, support)
2014: Ryse: Son of Rome for PC (Lead Level Artist)
2013: Ryse: Son of Rome for Xbox One (Lead Level Artist)
2013: Crysis 3 for PC, Xbox 360 and PS3 (Senior Lighting Artist)
2011: Warface for PC (Lighting Artist)
2011: Crysis 1 for Xbox 360 and PS3 (Lighting Artist)
2011: Crysis 2 for PC, Xbox 360 and PS3 (Lighting Artist)

2007: Natural Mod for Crysis for PC (Amateur modder)


Conference Speaker

Unite Now 2020: High Fidelity Graphics for games with HDRP
GDC 2013: Shining the Light on Crysis 3
FMX 2013: The Art and Technology behind Crysis 3
GDC 2011: Lighting in Crysis 2


Specialties

Lighting
– Proficient in outdoor, indoor & cinematic lighting design
– Familiar with open world, linear and multiplayer games requirements
– Expert knowledge of physically-based rendering and lighting principles
– Experience with real-time and baked lighting workflows
– Expert understanding of color grading, post-processing, and visual styling
– Expert knowledge of photography theory

Direction
– Create mood boards, color scripts, reference boards, and style guides
– Translate art direction requirements into technical specifications
– Provide fierce feedback to improve scene composition and asset quality
– Manage small teams of artists, designers and engineers

UX
– Analyze and document workflows and user stories
– Create highly detailed UI and interactive mock-ups
– Design brand new tools and workflows

Level beautification
– Terrain generation, painting & beautification
– Level dressing (props, vegetation & VFX)

Technology
– Design, test, maintain and document new features, tools, and pipelines
– Collaborate tightly with programmers to improve engine and workflows
– Write technical papers describing new engine features

Marketing
– Compose and capture high-quality marketing materials (screenshots & videos)

Recruiting
– Screen candidates for art department positions
– Conduct behavioral interviews


Experience

Senior Lighting & Rendering Artist at Unity Technologies (2018 …)

– Support artistically and technically high-profile developers
– Push the boundaries of real-time graphics
– Streamline art and world-building workflows
– Refine the user experience in Unity
– Design new tools with engineers
– Create educational content


Principal Lighting Artist at Rockstar North (2017 2018)

Support the lighting production for Red Dead Redemption 2 (Q3 2017 – Q2 2018)
– Create lighting for cutscenes and interactive sequences
– Design innovative cutscenes lighting tools for production and review
– Solve technical issues encountered during lighting production
– Document best practices for lighting, shading, and optimization

Create the lighting for GTA 5 Online DLCs (Q3 2017 – Q2 2018)
– Light interiors for GTA Online: After Hours
– Light interiors and cutscenes for GTA Online: Smuggler’s Run
– Light interiors and cutscenes for GTA Online: The Doomsday Heist

Maintain light and material databases (Q3 2017 – Q2 2018)
– Maintain a library of hundreds of PBR materials

Miscellaneous (Q1 2018 – Q2 2018)
– Mentor and teach new team members
– Recruit, filter and interview lighting artist candidates


Senior Lighting Artist at Rockstar North (2014 2017)

Remaster the lighting for GTA 5 on PS4, Xbox One and PC (Q3 2014 – Q1 2015)
– Relight entirely several key cutscenes of the single-player for Next Gen platforms

Design new lighting tools and workflows (Q3 2014 – Q2 2017)
– Work closely with programmers to improve lighting pipelines and tools
– Design highly detailed specifications for lighting and animation tools

Create the lighting for GTA 5 Online DLCs (Q3 2014 – Q2 2017)
– Light interiors and cutscenes of GTA Online: Heists Update
– Light interiors and cutscenes of GTA Online: Lowriders
– Light interiors and cutscenes of GTA Online: Bikers
– Light interiors and cutscenes of GTA Online: Import/Export
– Light interiors and cutscenes of GTA Online: Gunrunning

Support the lighting production for Red Dead Redemption 2 (Q1 2015 – Q2 2017)
– Create lighting for cutscenes and interactive sequences
– Design innovative cutscenes lighting tools for production and review
– Solve technical issues encountered during lighting production
– Document best practices for lighting, shading, and optimization
– Create QA guidelines for cutscene reviews

Maintain light and material databases (Q1 2015 – Q2 2017)
– Research, create and maintain a library of physically-based lights
– Maintain a library of hundreds of PBR materials

Miscellaneous (Q1 2016 – Q2 2017)
– Mentor and teach new team members
– Recruit, filter and interview lighting artist candidates

Lead Level Artist at Crytek (2013 – 2014)

Define the NextGen requirements for the CryEngine (Q2 2013 – Q2 2014)
– Create detailed specifications for procedural systems (lighting, terrain & vegetation)
– Document new features precisely and design highly detailed UI mock-ups
– Create detailed feature proposals for improving the user experience in CryEngine
– Work closely with R&D and tools programmers

Support Turtle Rock Studios for Evolve on PC, PS4 & Xbox One (Q2 2014)
– Provide on-site technical training for the lighting team in CryEngine
– Profile levels and provide performance feedback for Xbox One
– Give optimization guidelines for lower end platforms

Lead a team of artists and programmers for an undisclosed project (Q4 2013 – Q1 2014)
– Define the scope, objectives, and timeline of the project
– Coordinate the creation of concept arts, storyboards, and assets
– Create specifications for technical requirements

Support the lighting team of Ryse: Son of Rome on Xbox One (2013)
– Create the lighting for the multiplayer levels
– Create high-quality marketing screenshots
– Mentor artists and provide technical feedback

Document the lighting, VFX and level art requirements for an undisclosed project (Q1-Q3 2013)
– Design the lighting and weather systems specifications for large open world games
– Design the UI of new procedural systems for lighting, terrain, and vegetation


Senior Lighting Artist at Crytek (2012 – 2013)

Create the lighting for Crysis 3 on Xbox 360, PS3 and PC (2011 – 2013)
– Design the lighting for all levels of the story mode, from prototype to final quality
– Set up the lighting for all real-time cinematics and scripted events
– Set up the post-processing effects and color grading for all levels
– Create HDR sky domes and clouds
– Ensure the consistency across art assets
– Assist the Art Director, especially from a technical point of view
– Co-manage and support the Level Art & Beautification team
– Create high-quality marketing materials (screenshots, renders & covers)


Lighting Artist at Crytek (2008 – 2012)

Create the lighting for Crysis 2 on Xbox 360, PS3 and PC (2008 – 2011)
– Design the lighting for all levels of the story mode, from prototype to final quality
– Set up the lighting for all real-time cinematics and scripted events
– Set up the post-processing effects and color grading for all levels
– Ensure the consistency across art assets
– Assist the Art Director, especially from a technical point of view
– Create high-quality marketing materials (screenshots)
– Transmit CryEngine lighting knowledge to outsourcing studios

Create the lighting for Crysis 1 on Xbox 360 and PS3 (2011)
– Redesign the entire lighting of the single-player campaign
– Define a new visual identity

Create the lighting for the free to play game “Warface” on PC (2011 – 2012)
– Define the visual identity for 2 types of environments (Middle East & Balkans)
– Redesign the lighting for a dozen levels
– Optimize the lighting for very low hardware requirements
– Teach CryEngine lighting knowledge to Crytek’s Kiev Studio


Amateur Modder (2007 – 2008)

Develop the Natural Mod, an acclaimed lighting modification for Crysis
– Complete redesign of the lighting of the single-player mode for a more photo-realistic experience
– Distribution of the mod as a free modification (more than 350’000 downloads)


Education

Université de Fribourg/Universität Freiburg, Switzerland (2005 2008)

BSCS, Bachelor of Science in Computer Science (Minor: Information Management)

Collège du Sud, Switzerland (2001 2005)

Swiss Federal Maturity in Chemistry, Biology & Physics


Personal Info

Nationality: Swiss

Current location: United Kingdom

Languages: French (native language), English (full proficiency), German (academic level)

Computer languages: Java, C, C#, SQL, REGEX (academic level)

Software: Unity, CryEngine / Lumberyard, RAGE (Rockstar Advanced Game Engine), 3Ds Max, Substance Designer, World Machine, Photoshop, Lightroom, Premiere Pro, Vegas, XD, Figma, Perforce, Github, Office Suite, Favro, Jira.