showreel

v.2012 (coming soon…)

Being quite busy at work I will more likely update my showreel once I find some spare time :)

v.2010

v.2008

photos

Coming soon…


résumé

Download (pdf)
resume
  • PositionSenior FX Td
    CompanyWeta Digital
    Taskscoming soon…
  • PositionSenior FX Td
    CompanyWeta Digital
    TasksUnderwater fluids, blood spurts setup
  • PositionLead FX Sequence
    CompanyWeta Digital
    TasksSand sim, fluid sim, water sim, foam and bubbles sim along with rendering.
  • PositionSenior FX Td
    CompanyWeta Digital
    TasksSand sim, dust sim
  • PositionSenior FX Td
    CompanyAnimal Logic
    TasksFleck fields effects, RSL shading, MEL scripts
  • PositionSenior FX Td
    CompanyMoving Picture Company
    Taskssand storm research using Flowline.
  • PositionSenior FX Td
    CompanyMoving Picture Company
    TasksUnderwater explosions using Flowline.
  • PositionLead FX Td
    CompanyDuran/Duboi
    TasksDevelopment instancer/dso, MEL scripts setup, dusts, etc…
  • PositionLead FX Td
    CompanyDuran/Duboi
    TasksSoul effects using particles/fluids
  • PositionFX Td
    CompanyMikros Images
    TasksMel scripts, shots rendering of lemming crowds with fur.
  • PositionComper
    CompanyChaman/Xilam
    Taskscompositing using Shake.

Experience

Senior FX Td

Framestore

Privately Held; 501-1000 employees; Motion Pictures and Film industry

March 2013Present (3 months) London, United Kingdom

Senior FX Td

Pixomondo

Privately Held; 201-500 employees; Motion Pictures and Film industry

December 2012February 2013 (3 months) London, United Kingdom

- Houdini and Maya pipeline integration (python code)
- Houdini cracks and shatters HDA

Senior FX TD

Weta Digital

Privately Held; 501-1000 employees; Motion Pictures and Film industry

October 2010October 2012 (2 years 1 month) Wellington, New Zealand

- Houdini POP, DOP
- Houdini L-system, lots of Mantra shading and python
- Fluid simulation for several shows using Naiad / Weta in-house software (Level set processing, particles instancer, SPH solver, etc...) along with Prman renders, Nuke comp, etc...
- Naiad setup development (sand sim setup, splash/bubbles/foam sim, etc..)
- Naiad RnD development (in-house NOP)
- Lead FX Sequence on Tintin.
- Maya Fluid ( explosions, smoke sim, etc...)

Senior FX TD

Animal Logic

Privately Held; 201-500 employees; Motion Pictures and Film industry

October 2009August 2010 (11 months) Sydney Area, Australia

Fleck field look-dev on "The Legend of Guardians". Worked in binomial and directly with the RnD guys. Developed the effect on many custom shots, close-up and distance one.
- Custom RSL for the Fleck shader, using PTC lighting.
- procedural particle based animation using inhouse nodal system and Maya.
- MEL scripts, shell and python tools.

Senior FX TD

MPC

Privately Held; 1001-5000 employees; Motion Pictures and Film industry

November 2008May 2009 (7 months) London, United Kingdom

- Prince of Persia : The Sands of Time (director: Mike Newell)
Setup of a Sandstorm FX using Multi Points, Sprites and Flowline (Proprietary Fluid Solver).
- Gi Joe: Rise Of Cobra ( director: Stephen Sommers )
Fluid simulation and rendering of some explosions using Flowline/Mental Ray.

Lead FX TD / Fx Developer R&D

Duran

Privately Held; 51-200 employees; Staffing and Recruiting industry

June 2008October 2008 (5 months) Paris, France

- DSO particles development in order to improve the FX pipeline (Maya/Renderman C++).
- Fully automatic MEL scripts for details in fur, particle cache improvement, automatics expressions according to instancer, etc...
- FX on some shots.
- Rendering FX on some shots.

Lead FX TD

ImagesFx Prague

May 2008June 2008 (2 months)

CG Rendering Artist

Primitive Animation

May 2008May 2008 (1 month)

FX Technical Senior Director

View

Privately Held; 11-50 employees; Marketing and Advertising industry

March 2008March 2008 (1 month)

Sport+ channel Identity

FX Technical Lead Director

Duboi (Paris)

Privately Held; 51-200 employees; Motion Pictures and Film industry

February 2007February 2008 (1 year 1 month)

Lead FX TD on "Asterix at the Olympics Games"
Lead FX TD on "Afterwards"

CG Senior Artist

View (Paris)

November 2006November 2006 (1 month)

Lead FX Technical Director

Locomotion (Duesseldorf)

Privately Held; 11-50 employees; Motion Pictures and Film industry

August 2006October 2006 (3 months)

CG vfx artist

Duboi (Paris)

Privately Held; 51-200 employees; Motion Pictures and Film industry

April 2006July 2006 (4 months)

CG artist

View

Privately Held; 11-50 employees; Marketing and Advertising industry

March 2006March 2006 (1 month)

CG vfx artist

Sparx Fx

Privately Held; 11-50 employees; Animation industry

November 2005February 2006 (4 months)

CG artist

Chez Eddy

Privately Held; 11-50 employees; Motion Pictures and Film industry

July 2005November 2005 (5 months)

CG artist SFX

Sparx Fx

Privately Held; 11-50 employees; Animation industry

April 2005June 2005 (3 months)

CG artist

Mikros Image

Public Company; 51-200 employees; Motion Pictures and Film industry

November 2004December 2004 (2 months)

CG artist SFX

Sparx Fx

Privately Held; 11-50 employees; Animation industry

October 2004October 2004 (1 month)

CG artist SFX

Mikros Image

Public Company; 51-200 employees; Motion Pictures and Film industry

July 2004September 2004 (3 months)

CG artist SFX

Sparx*

Privately Held; 1001-5000 employees; Animation industry

December 2003July 2004 (8 months)

R&D FX

Sparx*

Privately Held; 1001-5000 employees; Animation industry

June 2003November 2003 (6 months)

Development of the Fur pipeline (Maya/Renderman).
DSO fur procedural using Maya Fur/ Renderman.
Shader writer.

CG artist Compositing

Xilam

May 2002August 2002 (4 months)

Compositing with Shake 2.5

about

French artist/developer passionated by creativity, technology and evolution. Since more than 10 years I’ve been working in the VFX Industry as an FX Technical Director/FX Developer in many companies across the world. If you stumble across my website today you might probably be part of the same industry or just wanna to hire me right ?

a little about me…

After completing my postgraduate degree in Computer Science and Digital Image Technology at the University of Paris 8 ATI in 2003, I worked as CG Vfx developer at Sparx* where I set up a fur pipeline developing an in-house Renderman RIBGEN/DSO and some Maya plugins. After many months in the R&D department, I switched to the dark side of the graphic world as CG Technical Director on several commercials using Maya, Renderman, my own Fur tool mentioned earlier and Realflow. After few years in that company, I decided to use my knowledges as a freelancer for different companies in Paris, London, Los Angeles, Duesseldorf, Sydney and finally now in Wellington at Weta Digital.

CG Software

  • Maya for 10 years.
  • Houdini for 3 years (including L-system, FLIP solder, POP, SOP, etc…).
  • Naiad solver along with its API.
  • Particles, Dynamics (RB), Fluids Simulation (Maya and Flowline).
  • Lighting and Fur tools: Renderman, Mental Ray and Mantra.
  • Compositing: Nuke, Shake and After Effects.

Coding/Developing

Being graduated from a Computer Science University I mainly learned languages that I didn’t know before to get in. This help me to develop applications and scripts on my every day base work. During these 2 years, I’ve been taught how to think as a computer basically, by doing hours and hours of algorithms concepts.
  • Languages: C, C++, MEL script, Python, RSL (Renderman Shading Language), Shell language (bash/tcsh), Win32, OpenGL, Cascade, Ajax…
  • Pipeline: coded lot of scripts/plugins improving productivity for many companies and stil always used to code in order to help my productivity.

Crossfit

Let’s talk about real stuffs there. Even if I spend hours and hours tweaking my simulation to get the best out of them, I enjoy to move my a** at Crossfit. I’ve been introduced at Crossfit by the owner of Crossfit Central Wellington, where I try to stick to 4 trainings/week, that stuffs is completely INSANE but I LOVE it and make you feel alive, well at least you can discover new muscles every weeks.

contact

Hey there, if you’ve got a question about my work or if you just want to say hi, feel free to use the contact form below. And if you have any CG Vfx jobs to offer me I recommend you to have a look at my cv and showreel. Best way to reach me is by email, I’ll be delighted to give you some news.

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