My animation



Jan 2016 - May 2017

I was part of what was called the "HQ Art Team".

A small team composed of various profils : artistic director, concept artists, characters artists, technical artists, UI artists, game designers and animators. This team, based in Paris, was dedicated to maintain the company creative decisions by helping other studios in their challenges : create unique content for games in development, give feedback to the teams, help solving technical and artistic issues...etc. I had the opportunity to practice on many games there, and learned about what gaming on mobile could mean.


I'm very glad that the people who hired me at that time gave me their trust. Even if I was first refused for the job, they eventually contacted me a few months later to give me my chance. They choose to trust me, even though I was a very (very) inexperienced junior animator (I had 6 months of experience, not in video-games). I'd like to thank those people, and say that I've learned so much working with them. They inspired me every day and kept me pushing harder my work.



May 2017 - now

I had the opportunity to join in May 2017 Gameloft Montreal to work on Dungeon Hunter Champions.
I've always wanted to move to Montreal. First because it's known as one of the best places for video-game careers, and because it's a very famous destination for french people : a city that mixes canadian and fench history/culture, and where I could pratice strongly my english without loosing my french. Sounded perfect.

I had the chance to animate many characters on Dungeon Hunter Champions. As the game includes a large variety of archetypes, it was the opportunity for me to stretch my animation skills. I both worked on gameplay and menu (emote) animations, bipeds, scorpions (octopeds??), flying creatures...each of them was very exiting and very different. Even if the artistic direction wasn't what I personnaly enjoyed, trying to focus on animation regardless of my personal tastes helped me grow professionally. But the job in itself wasn't the most exiting part.


It was the animation department. I had never been in an animation department before, and I learned so much by being part of it. This department was led at the time by our Animation Director Richard Arroyo, who gathered the animators at the studio and impressively managed to push each one of us in the right direction. We learned about dailies, team critique, and weekly meetings where we would gather in a room and discuss our problematics, or watch an inspiring video from other animators in the world. He basically gave us the tools to understand that feedback is the key to a better craft. That we might be good by ourselves, but we're stronger all together. All the animators from the team had their own personnality and perspective that brought a lot of experience to the table, something I was feeding of. Those guys highly contributed to my evolution. And I understood that sharing is extremely important!