Experienced 3D generalist game artist ; professional-grade skills in 3D rigging, animation, sculpting, modeling and texturing. Background in graphic design and infographic works. I mainly use : blender, substance, UE5, Zbrush and photoshop. Only available for remote work, with english or french clients and companies.

samuel monneau

Experienced 3D generalist game artist ; professional-grade skills in 3D rigging, animation, sculpting, modeling and texturing. Background in graphic design and infographic works. I mainly use : blender, substance, UE5, Zbrush and photoshop. Only available for remote work, with english or french clients and companies.

Available to hire

Experienced 3D generalist game artist ; professional-grade skills in 3D rigging, animation, sculpting, modeling and texturing. Background in graphic design and infographic works.

I mainly use : blender, substance, UE5, Zbrush and photoshop.

Only available for remote work, with english or french clients and companies.

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Language

French
Fluent
English
Fluent

Work Experience

Add your work experience history here.

Education

Associate Degree in visual communication at ESCIN
January 6, 2006 - January 6, 2008
Bachelors Degree in real time 3D at ESCIN
January 6, 2008 - January 6, 2009
Masters Degree in video-game visual conception at ENJMIN
January 6, 2010 - January 6, 2012

Qualifications

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Industry Experience

Gaming, Media & Entertainment, Software & Internet
    paper Art direction and animation for SKYMAP GAMES

    For 1 year and 7 months, I’ve worked with Skymap games as an artistic director and 3D animator for an upcoming undisclosed game. I managed the 3D work of an outsourced studio, created 3D animations for colorful characters, and created marketing assets.

    paper Demo game creation for Critical Wit

    Critical Wit was looking to build a demo for their game project AI Confidential. I brought together most of the team, directed the art production timeline and style, participated in building the assets for the game - Environment, props, main character and its animations, HUD, etc. Until completion of the demo in late March. From there I kept working on marketing assets (teaser video, key arts…) and other biz dev aspects of the production (full game art budget, marketing discussions…).