Hi! My name is Sofiane Saez. I initially spent two years studying full-stack web development, visual communication, and video production, before specializing in real-time 3D modeling and development (Unity and Unreal Engine). I began my career spending a year at KTO TV, where I was responsible for creating virtual sets using Ross Voyager (a custom version of Unreal Engine tailored for virtual broadcasting). After that, I spent four years as an Art Director at Volumetric Studio. As the studio specializes in the construction industry, I created various VR applications in Unreal Engine, including serious games designed to explain complex topics. I am an expert in 3D modeling, texturing, shading (technical art), and developing in Unreal Engine. I regularly produced artworks, concept art, storyboards, and UI/website mockups to help both clients and our internal team visualize the final product. Part of my role also involved training our team of 3D artists in Blender and sharing techniques to improve their skills. I established project-specific workflows, defining how 3D models should be produced in Blender and standardizing the pipeline for importing and shading those assets in Unreal. As an Art Director, I am highly proficient in skinning, rigging, and keyframe animation. I frequently handled character design and managed the entire creative process, from initial sketches to full implementation in Unreal. During those four years, I also took on full-stack programming projects. I developed websites—initially for our own studio, and later for clients. This included creating an internal tool for sales teams (featuring a secure login and account system) and more complex 3D websites using Three.js for specific training purposes. Naturally, I also have extensive experience with video editing, and the Adobe Creative Suite is a staple of my daily workflow. On a more personal note, I love drawing, world-building, and creating 2D/3D art. This passion led me to spend several months developing Machicoulis JCC, a trading card game that is now commercially published. I am eager to keep this creative spirit alive by contributing to new and exciting projects.

Sofiane Saez

Hi! My name is Sofiane Saez. I initially spent two years studying full-stack web development, visual communication, and video production, before specializing in real-time 3D modeling and development (Unity and Unreal Engine). I began my career spending a year at KTO TV, where I was responsible for creating virtual sets using Ross Voyager (a custom version of Unreal Engine tailored for virtual broadcasting). After that, I spent four years as an Art Director at Volumetric Studio. As the studio specializes in the construction industry, I created various VR applications in Unreal Engine, including serious games designed to explain complex topics. I am an expert in 3D modeling, texturing, shading (technical art), and developing in Unreal Engine. I regularly produced artworks, concept art, storyboards, and UI/website mockups to help both clients and our internal team visualize the final product. Part of my role also involved training our team of 3D artists in Blender and sharing techniques to improve their skills. I established project-specific workflows, defining how 3D models should be produced in Blender and standardizing the pipeline for importing and shading those assets in Unreal. As an Art Director, I am highly proficient in skinning, rigging, and keyframe animation. I frequently handled character design and managed the entire creative process, from initial sketches to full implementation in Unreal. During those four years, I also took on full-stack programming projects. I developed websites—initially for our own studio, and later for clients. This included creating an internal tool for sales teams (featuring a secure login and account system) and more complex 3D websites using Three.js for specific training purposes. Naturally, I also have extensive experience with video editing, and the Adobe Creative Suite is a staple of my daily workflow. On a more personal note, I love drawing, world-building, and creating 2D/3D art. This passion led me to spend several months developing Machicoulis JCC, a trading card game that is now commercially published. I am eager to keep this creative spirit alive by contributing to new and exciting projects.

Available to hire

Hi!

My name is Sofiane Saez. I initially spent two years studying full-stack web development, visual communication, and video production, before specializing in real-time 3D modeling and development (Unity and Unreal Engine).

I began my career spending a year at KTO TV, where I was responsible for creating virtual sets using Ross Voyager (a custom version of Unreal Engine tailored for virtual broadcasting).
After that, I spent four years as an Art Director at Volumetric Studio. As the studio specializes in the construction industry, I created various VR applications in Unreal Engine, including serious games designed to explain complex topics.

I am an expert in 3D modeling, texturing, shading (technical art), and developing in Unreal Engine. I regularly produced artworks, concept art, storyboards, and UI/website mockups to help both clients and our internal team visualize the final product.

Part of my role also involved training our team of 3D artists in Blender and sharing techniques to improve their skills. I established project-specific workflows, defining how 3D models should be produced in Blender and standardizing the pipeline for importing and shading those assets in Unreal.

As an Art Director, I am highly proficient in skinning, rigging, and keyframe animation. I frequently handled character design and managed the entire creative process, from initial sketches to full implementation in Unreal.

During those four years, I also took on full-stack programming projects. I developed websites—initially for our own studio, and later for clients. This included creating an internal tool for sales teams (featuring a secure login and account system) and more complex 3D websites using Three.js for specific training purposes.

Naturally, I also have extensive experience with video editing, and the Adobe Creative Suite is a staple of my daily workflow.

On a more personal note, I love drawing, world-building, and creating 2D/3D art. This passion led me to spend several months developing Machicoulis JCC, a trading card game that is now commercially published. I am eager to keep this creative spirit alive by contributing to new and exciting projects.

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Language

French
Fluent
English
Advanced

Work Experience

Virtual Production Specialist - 3D Décor Lead at KTOTV
July 1, 2020 - June 1, 2021
Chargé de la bascule des décors 3D de la chaîne télévisée KTOTV vers Unreal Engine et Ross Voyage; correction de fichiers 3D existants; intégration Unreal Engine; configuration des décors, texturing et lighting; programmation.
Responsable Artistique at Volumetric Studio
June 1, 2021 - June 1, 2025
Responsable artistique chargé de la création et production de jeux 3D sous Unreal Engine, VR et non-VR; formation en Blender 3D; mise en place de workflows; intégration Unreal Engine; montage vidéo; développement de contenus 3D et pipelines.
Virtual Production / 3D Set Migration Lead at KTOTV Television Channel
July 1, 2020 - June 1, 2021
Migrated 3D sets from the old system to ROSSVoyager (Unreal Engine); corrected existing 3D files; Unreal Engine integration; set configuration in the control room; texturing & lighting; programming.
Art Director at Volumetric Studio
June 1, 2021 - June 1, 2025
Created serious games using Unreal Engine, VR and non-VR; trained teams in Blender 3D; defined workflows; modeled assets; integrated Unreal Engine; managed Unreal Movie Render Queue; supervised video editing (DaVinci / Premiere) and 3D web programming; directed art for the studio.
Co-Founder at Manticore Studio
June 1, 2025 - Present
Creation and commercialization of the trading card game Machicolis TCG.
Virtual Production - 3D Set Integration / Unreal Engine Specialist at KTOTV
July 1, 2020 - June 30, 2021
Chargé de la bascule des décors 3D, intégration Unreal Engine, texturing & lighting, et programmation; correction de fichiers 3D, intégration Unreal Engine, configuration des décors dans la rigie, texturing & lighting, et programmation.
Virtual Production at KTOTV
July 1, 2020 - June 1, 2021
In charge of migrating the 3D sets for the KTOTV television channel from the old system to ROSSVoyager (Unreal Engine). Corrections of existing 3D files, Unreal Engine integration, set configuration in the control room, texturing & lighting, programming.

Education

Bachelor 3D temps réel at HETIC
January 1, 2017 - January 1, 2020
HETIC - Bachelor in Real-Time 3D Training at HETIC
January 1, 2017 - January 1, 2020
Bachelor 3D Temps Réel at HETIC
January 1, 2017 - December 31, 2020
DUT MMI (Métiers du Multimédia et de l’Internet) – Programmation WEB at DUT MMI
January 1, 2015 - December 31, 2017
HETIC - Bachelor in Real-Time 3D at HETIC
January 1, 2017 - January 1, 2020
DUT MMI - Web programming, audiovisual language, and digital communication at DUT MMI program
January 1, 2015 - January 1, 2017
High School Diploma (BAC) in Industrial Science and Technology and Sustainable Development at High School
January 11, 2030 - June 1, 2015

Qualifications

DUT MMI apprentissage de la programmation WEB
January 1, 2015 - January 1, 2017
BAC Sciences et Technologies de l’Industrie et du Développement Durable
January 1, 2015 - January 1, 2015
BAC - High School Diploma in Industrial Science and Technology and Sustainable Development
January 1, 2015 - January 1, 2015
DUT MMI - Web programming, audiovisual language, and digital communication
January 1, 2015 - January 1, 2017
High School Diploma (BAC) in Industrial Science and Technology and Sustainable Development
January 1, 2015 - January 1, 2015
DUT MMI - Web Programming, Audiovisual Language, and Digital Communication
January 1, 2015 - January 1, 2017
BACS Sciences et Technologies de l'Industrie et du Développement Durable
January 1, 2015 - December 31, 2015

Industry Experience

Media & Entertainment, Software & Internet, Gaming, Professional Services, Other, Telecommunications
    Architectural Project | Unreal Engine 5

    Architectural project based on floor plans.
    Extracted the 3D model from a SketchUp file, then reworked it in Blender to refine the modeling. Imported into Unreal Engine 5.7 for rendering (environment creation 🏔️, material creation 🖼️, post-processing ✨, filmed with a virtual camera 🎥).

    Kidosaki House - Tadao Ando | Unreal Engine 5

    A light, a shadow, a detail… but mostly imperfections.
    That was the mindset behind this demo: a true quest for photorealism.

    To achieve this cinematic feel, I focused on:
    • Virtual Camera (Vcam) via iPad for organic movement
    • Blown-out highlights for realism
    • Lens distortion & chromatic aberration
    • Anamorphic lens characteristics
    • Edge softness and detailing
    • Advanced Post-process (Film grain / LUT / Local exposure)