My role: 3D Storyboarding & Layout • Retopology • 3D Modeling • Texturing • Animation • Rendering
Collaboration: Production studio for final editing & motion design.
🎬 Final Teaser (published)
Version released by the studio, enhanced with motion design, editing, and additional visual effects.
My delivered version (pre-edit)
Render and Animation I provided to the studio, prior to their final touch editing and motion design work.
🔧 CREATION PROCESS 
Retopology & Adaptation: The two videos below present a sample of the 3D retopology and adaptation work I completed for each game element, with careful attention to faithfully reproducing the physical game in its entirety.
Modeling & Texturing:
I developed detailed 3D models and applied PBR textures. This workflow was particularly efficient, as it allowed me to accelerate the storyboard and layout process by reusing the same 3D models for the following stages, including storyboarding, animation and rendering.
​​​​​​​
3D Storyboarding: 
I built a 3D animatic (layout) to establish the staging and define the camera angles.
3D StoryBoard Extract / shot 18
3D StoryBoard Extract / shot 18
3D StoryBoard Extract / shot 19
3D StoryBoard Extract / shot 19
3D StoryBoard Extract / shot 20
3D StoryBoard Extract / shot 20
This video below shows an early work-in-progress stage of the 3D animatic, combining both completed and rough shots.
3D Animation & Rendering:
I animated each starship as well as the cards, respecting the movement constraints specified by the game rules, so that the audience could understand the gameplay and objectives. The teaser served both promotional and tutorial purposes. I employed standard 3D animation techniques using the timeline, keyframes, and animation curves to refine the movements and give them a natural look. The four example videos below showcase different types of 3D renders directly from my scene: ambient occlusion, lighting, color, and finally the fully animated final render with materials and lighting.

Promotional packshots:
I produced the complete set of packshot images for promotional use. Below are some examples of the 3D renders I created for marketing purposes.
Technical Notes:
Throughout the creation of this trailer, I utilized a range of software that I genuinely enjoy working with!
Deliverables: 
I optimized models, PBR textures, animation sequences, EXR/MP4 renders
Organization: 
Files versioned with timestamps and a clear naming convention to facilitate studio integration, with frequent exchanges and full transparency on project progress.

You may also like

Flash Light 1950
2023
Here is a flashlight I created from scratch, based on the reference picture shown at the bottom of this page. I enjoy creating low-poly assets and making them look realistic in terms of shape, texture, and overall appearance. I wanted to explore some techniques in Substance 3D, such as the anchor point functions and others. I designed the seahorse graphic and used it in the height channel to stay close to the reference while creating a different logo. For all the modeling, I primarily used ZBrush, specifically the ZModeler brush, along with Substance 3D.
Sonic Super Teams
2023
I created all the miniatures for this Sonic tabletop game, released in Europe, using 3D sculpting and printing technologies, combined with my traditional art and molding skills. I also completed the retopology of the meshes for these 8 characters and handled the texturing to support the teaser.
Son Goku
2023
Here is a collectible I created from scratch based on my own concept art and love for this character, using ZBrush. Dragon Ball Z is one of my favorite childhood anime series, and I had a great time sculpting this piece in 2014; it’s one of my older works. I remember struggling at that time to create the cloud in 3D because there were only 2D references available, and there weren't many merchandise items or collectibles of Son Goku molded back then.
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.
Lapin cretin
2023
Here is the Lapin Crétin I created based on the famous Ubisoft game character, which I like very much! I wanted to reproduce Ubisoft's techniques and art style to create another course for the Art and 3D class I teach. This presentation showcases the full process: I used ZBrush for sculpting, retopology, and UV mapping; texturing in Substance 3D; rigging and skinning in Blender; and finally, I created a short animated sequence in Unreal Engine 5, incorporating some post-processing effects to enhance the clip's appeal. I also handled the video editing in Adobe Premiere Pro, adding the original soundtrack from the Raving Rabbids that I downloaded
Packshots & Design Marketing – 2025
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.
Mitch Pigs Demo
2023
Here is a short demo I created from scratch to explore the new update of Unreal Engine 5. My goal was to push the boundaries of my technical knowledge by utilizing Lumen for lighting, along with many other software tools I generally use for video games and real-time rendering. I sculpted the pigs based on a concept art piece I discovered while watching the Instagram artist Mitch Leeuwe. I really enjoy his overall cartoon style, which reminds me of the Preston Blair animation books that I’m particularly fond of. This inspiration led me to create a 3D version of this cute little pig.
Magnum Opus
2023
I designed the central piece of the game, the metal-cast medallion, based on the specifications I received and my own concept art. I utilized 3D sculpting and printing technologies, along with my traditional art and molding skills. Additionally, I designed the back of the cards and the token illustrations to match the medallion.
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.
Back to Top