From 3D design to the final image
In 2025, I had the opportunity to create the marketing visuals and 3D assets for three major board games: Jungle Speed, Duplik, and Perudo.
My role covered both the production of promotional packshots as well as the design and modeling of elements intended for manufacturing.
Jungle Speed – Limited Edition, A Totem Reimagined for a Special Release
For Jungle Speed, I worked on both the creation of promotional visuals and the design of the totem itself.
πŸ‘‰ This mission went beyond visual marketing and also contributed to the making of the physical object. As a fan of Nintendo, the Donkey Kong series, and Jungle Speed, I was especially delighted to bring my personal touch to this iconic game. As shown in the videos below, on the left is the model originally provided by production, and on the right is my sculpting work for mass production, featuring a higher level of detail.​​​​​​​
For the marketing visuals, I started from the high-definition 3D model I had designed for the physical object. I then optimized it to create lighter versions suitable for rendering, while keeping all the key details. This allowed me to generate high-quality textures and achieve realistic PBR renders.
Below are some of the images I created for packaging, online presentation, and other promotional materials.
πŸ”— SomeΒ links for Jungle Speed: Donkey Kong
BoardGameGeek β€” BoardGameGeek
Asmodee UK β€”Β Asmodee UK
Philibert.net β€” Philibert
Padis Store β€”Β Padis
Lotana β€”Β lotana.be
Duplik: the new editions
For Duplik: the new editions, I produced the marketing renders used for communication.
πŸ‘‰ The process included recreating and texturing all the game elements in 3D, with great attention to realism to remain faithful to the physical game. I then set up the 3D scene with lighting and rendering, producing intermediate outputs (ambient occlusion, texture passes) leading up to the final result.
Below is an example showcasing the texturing, layout, and rendering work during the production phase.
Shown below are examples of the final renders I produced.
πŸ”— SomeΒ links for Duplik The New Editions
Philibert β€”Β Philibert – Duplik
LudumΒ β€”Β Ludum – Duplik
La Grande RΓ©cré — La Grande RΓ©crΓ© – Duplik
Smyths Toys FranceΒ β€”Β Smyths Toys – Duplik
Espritjeu β€”Β Espritjeu – Duplik
Fantastik.fr β€”Β Fantastik – Duplik
L'Entre-Jeux — ​​​​​​​L'Entre-Jeux – Duplik​​​​​​​
Perudo
Below is an image provided by the production team showing the packaging visuals that needed improvement.​​​​​​​
The red circles highlight the elements whose renders required enhancement to achieve a high-quality marketing image.
My task was to faithfully recreate the cups and dice in 3D, identical to the physical game. As shown in the video below, the left side displays the original cup, while the right side shows the improved version I created.
The same process applies to the dice, demonstrated in the following video.Β After modeling the 3D elements, I created a topology suitable for PBR texturing, then proceeded with 3D scene setup, lighting, and rendering.
Below are examples of the 3D renderings I produced, which closely match the final appearance on the game boxes.
πŸ”— SomeΒ links for Perudo
Asmodee NL β€”Β Asmodee NL – Perudo
SpellenWinkel β€”Β SpellenWinkel – Perudo
Speldorado β€”Β Speldorado – Perudo
Intertoys β€”Β Intertoys – Perudo
Bol. β€”Β Bol. – Perudo
Fantastik.fr β€”Β Fantastik – Duplik
L'Entre-Jeux — ​​​​​​​L'Entre-Jeux – Duplik

Conclusion
These three projects highlight my skills in 3D modeling, PBR texturing, and high-quality marketing renders, all brought together to elevate the visual appeal of board games.

You may also like

Carpe Diem
2023
I created this short demo from scratch, using the software I generally use for video games and real-time rendering. I set up a composition with lighting and cameras, and then used the sequencer in Unreal Engine 5 to create a cinematic rendering with path tracing.
Orc
2024
I designed and created this figurine, along with all its accessories, using Maxon One and Substance 3D. Inspired by the World of Warcraft universe and its creatures, I aimed to create a 1/6 scale 3D-printed character of an Orc. Approaching morphology is always a significant challenge. I enjoy working on both stylized characters and props as well as more semi-realistic and detail-oriented projects, like this one I’ve just completed.
Gramophone
2023
I created this gramophone using Houdini SideFX, as I wanted to explore Houdini's techniques for low poly modeling with nodes, in contrast to the 3D polygon modeling in Blender or Maya that I typically use. This was during my time learning procedural techniques in Houdini. I then proceeded with unwrapping the UVs, also in Houdini, and used Substance 3D for baking the input maps, such as normal maps, curvature, ambient occlusion, etc., and for texturing. Finally, I utilized Marmoset Toolbag for real-time rendering and MViewer, which I should embed here, as well as Adobe Premiere Pro for the Ken Burns presentation and turntable. I chose the delightful "Petite Fleur" music by the soloist and composer Sidney Bechet.
Blue Moon Cristal
2023
I created this crystal while working for Studio XP, a school focused on video game development for students aged 8 to 20. My role involved creating several chapters to update the online class content for the school, and this crystal was one of the courses I developed. Studio XP uses free and open-source software such as Blender, Krita, and Unity. After completing my assignment for Studio XP, I decided to refine the crystal further and develop an entirely new course using Unreal Engine 5 instead of Unity, aiming to incorporate some impressive UE techniques to teach the students.
Buggy de plage
2023
I have a strong affinity for buggy cars, so I created this buggy from scratch using various reference pictures of this type of vehicle. I used Blender for all the polygon modeling and UV mapping processes, and I utilized Substance 3D for baking the input maps and texturing. Additionally, I used ZBrush to sculpt parts with higher levels of detail to incorporate into the normal map. I created the number plate graphics in Adobe Photoshop and Adobe Illustrator. I also experimented with some HDR environment maps and performed 3D rendering using Iray. My goal was to replicate the sparkling blue paint of the reference cars I used.
Link
2023
I sculpted this version of Link from Link's Awakening in ZBrush, using a collectible as my reference. As an art and 3D teacher, I create numerous tutorials and courses, and this is one example. I always choose subjects or characters that I think will engage my students, as I believe it's important for them to enjoy the learning process in my classes. I chose Link because he has a simple overall shape while also allowing for a mix of organic sculpting and hard surface modeling, making it an excellent way to introduce ZModeler techniques. During classes, I clearly explain and demonstrate the following key steps in the 3D character creation process using a video projector: model sheet creation, sculpting, retopology, UV unwrapping, texturing, setup, and animation (for simplicity, I used Mixamo) as well as 3D rendering.
Star Wars Super Teams
2025
PLANET OF THE APES - THE MINIATURES BOARDGAME
2023
I created all the miniatures, including the apes and soldiers, for this game, as well as many of the 2D graphics. The project is still in production and is expected to hit shelves in June 2025. All the characters were designed based on my observations from repeatedly binge-watching the movies, as well as the references provided to me by 20th Century Fox. The turntables created by Weta Digital were especially helpful in supporting my 3D conception and adaptation of the film characters into small tabletop game pieces.
Dark Tarot
2023
I created some of the merchandise pieces for this game using 3D sculpting and printing technologies, along with my traditional art and molding skills. I'm excited to share pictures of this released game so that we can fully appreciate its high-end and polished quality in every aspect through these visuals. I was also fortunate to collaborate with two amazing and talented illustrators, FORTIFEM. In the last picture, you can see them on the wooden floor surrounded by their craft. As I admire their graphic art and believe in the value of working with great artists, I’ve posted the illustrations they created for the cards and packaging, as it provides a better sense of the overall game quality. They produced both colored and black-and-white versions, and I really love the result of this project, which was created by Maxime Le Dain and published by Bragelonne Games.
Ratapolis
2023
I created the miniatures for this released game based on the specifications I was provided.
Back to Top