I am a multidisciplinary visual designer based in Quebec with a passion for creating cinematic, era-authentic visuals across games and entertainment. My work spans traditional and digital illustration, concept art for characters and environments, texture and level design, and art direction for teams and projects, from major licenses to independent IPs. Beyond client work, I run Loyz Auto Art and actively contribute to fan-driven communities and pop culture projects. I approach visual design with thorough research, storytelling, and a collaborative mindset, connecting studios, collectors, filmmakers, and fans through compelling imagery.

Carl Loiselle

I am a multidisciplinary visual designer based in Quebec with a passion for creating cinematic, era-authentic visuals across games and entertainment. My work spans traditional and digital illustration, concept art for characters and environments, texture and level design, and art direction for teams and projects, from major licenses to independent IPs. Beyond client work, I run Loyz Auto Art and actively contribute to fan-driven communities and pop culture projects. I approach visual design with thorough research, storytelling, and a collaborative mindset, connecting studios, collectors, filmmakers, and fans through compelling imagery.

Available to hire

I am a multidisciplinary visual designer based in Quebec with a passion for creating cinematic, era-authentic visuals across games and entertainment. My work spans traditional and digital illustration, concept art for characters and environments, texture and level design, and art direction for teams and projects, from major licenses to independent IPs.

Beyond client work, I run Loyz Auto Art and actively contribute to fan-driven communities and pop culture projects. I approach visual design with thorough research, storytelling, and a collaborative mindset, connecting studios, collectors, filmmakers, and fans through compelling imagery.

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Language

French
Fluent
English
Advanced

Work Experience

Concept Artist, Lead Artist at Megatoon / Behaviour
January 1, 1998 - December 31, 2000
Joined the design team for Bugs Bunny: Lost in Time (Warner Bros.), progressed to Lead Artist and Concept Artist on The Smurfs project; collaborated on The Grinch Who Stole Christmas game for Universal.
Concept Artist, Lead Artist at Beenox
January 1, 2000 - December 31, 2005
One of the first five employees; helped build the company from its early beginnings; started in texturing and graphic design for Apple/Mac projects, then Lead Artist, Concept Artist, and Texture Artist on in-house Xbox engine development.
Concept Artist, Pitch Artist, Art Director at Humagade / Frima
January 1, 2005 - December 31, 2007
Pitch Artist delivering one shippable visual pitch package per day; later served as Art Director on a Disney Mickey Mouse project; contributed to the development of in-house IP.
Concept Artist, Art Director at Gorilla
January 1, 2007 - December 31, 2009
Art Director for DS and Wii projects; collaboration with Florida studio on Mattel’s Barbie and Nancy Drew titles.
Concept Artist, Art Director at Sarbakan
January 1, 2010 - December 31, 2012
Pitch Artist, Texture Artist, and Art Director for Flash Game Technologie; collaboration on Disney and Nickelodeon SpongeBob titles.
Illustrator, Art Director at Independent and Freelance
January 1, 2011 - Present
Illustration, book covers, pop culture artwork; ongoing community content creation with work such as The Book of Quint cover art for 2024; Jaws community involvement and fan-driven projects.
Illustrator, Art Director, Book Covers at Independent and freelance Work
January 1, 2011 - Present
Illustrator, Art Director, Book Covers, Pop Culture Creator. Content creation for community online; including The Book of Quint cover art and related projects from 2011 to present; ongoing fan-driven and IP-connected work with international communities.

Education

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Qualifications

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Industry Experience

Media & Entertainment, Gaming, Software & Internet, Professional Services