The 3 last years of my life

News / 23 December 2019

Happy new year everyone ! I just turned 23 earlier this month, and I thought it'd make a cool post to go back on my 2019 resolution and what I learned in the past few years :p

Also it goes well with my last post which theme was resilience

3 years ago,

First projects, discovering animation, first movie (It was so eew)

Manage to get my diploma anyway, with honors, and getting ready to study in the US

2 years ago,

Well, go study in Oregon

Discovers the world, travels a lot

Discovers the world of design, and a vocation going with that

One painting a day for a year

Starts to work with actual goals in mind, not because I'm told to

1 year Ago,

Goes back in France

Drops out of college, to learn faster

Creates a few events for networking

Wins a startup weekend, launches my own studio, have it fail within a few month

Doesn't surrender and keeps working on solo projects, building recognition

This Year,

Goes Freelance, first clients, first contracts

Becomes an animator, regularly does public demonstrations

Practices sport regularly, perfects my autodiscipline, daily routine and gets a better grasp of what I wanna do

Specializes, learns a few extra trick, practices architectural visualisation ontop of concept art

So what now ?

Everything is going faster and faster as years go by, and I love that more steady pace, I'm more open to everything around me and I feel like I'm building something useful.

Things got better once I started working on my own, yet now I still feel like working as part of a project is valuable, co-workers push you higher. 

If you feel like working together, feel free to drop me a message, I consider any type of work, be it freelance or in-house ;) (And did I mention I'm willing to travel ?)

You can check my portfolio here : 


One year of art

Article / 27 October 2019

Hello Artstation, today we’re going to talk about early careers, resiliency, burnout, and climbing walls. Let’s start out !

Out of about 30 students of my graduate promotion, only 3 or 4 are working in the industry 2 years later…

I had the chance to go study an extra year in Oregon, and that’s there that I discovered my vocation for concept art. When I made it back to France, I took the risky bet to become a self-taught concept artist -- And I gave myself the means for it, I started a Meetup group for networking, along the lines of those I had seen in the US, I got myself to produce art every single day, I asked professional concepts artists for some valuable knowledge (They're so nice !).

It's been about a year now that I seriously started studying concept art (I had never touched a brush before that), I've been taking Learnsquared and Gnomon Workshop classes, seeing others pros as mentor, all while taking all the odd jobs that I was presented with. I also made friends with similar and complementary career projects through the pro Meetup I created in France.

During this year I got to know myself better, where I was good and where I needed more training, and I also discovered the gigantic complexity of what I still had to learn, it sometimes gives me dizziness, but then I remember all I have already been through and I can get the fire burning again.

When I started I thought I'd be ruling the world in just 1 year (lol), but now, 1 year later, I believe it was a bit presomptuous of me. This is a much tougher piece than what I originally thought ; it's a career you gotta dedicate your life to.

Which gets us to the climbing wall ! I feel sometimes career is like a climbing wall, you gotta stop, take a step back, and watch for good holds. With the experience I got from this first year as a concept artist, I feel way more mature and confident for all the coming years !

St George Project Postmortem

Making Of / 21 September 2019

For this past month I had the chance to work on a project on my own I plan to release soon, it's a short film called "St Georges" about a ship. I did some water VFX and fluid simulation for the first time, along with some nice boat concept art, so I thought I'd share my process with you here before the teaser is released, enjoy !

You can check it up here : 

Ganbreeder animation test

Making Of / 26 August 2019

I tried animating using AI-generated images with ganbreeder, and I thought it would be a cool idea to share it here.

It's an awesome way to generate some trippy ideas.

Since Ganbreeder isn't made for animations, It's actually a time-consuming process, but you can automate some parts using auto clickers.

I had to downsize the gifs to 10MB to post them on artstation, hence the small size.


Let's start with my favorite, the uncanny environments

Next comes the plane-plant-tarentula

It becomes really weird when you try to mix organic and unorganic shapes, such as here ; The Website-plant

it gets really uncanny when you try to incorporate people in here ; I present you the Angry-Ladybird that is also a fox.

And last but not least : The Fox-Whale-Bun

I hope it was instructive, see you next time for more weird stuff.


Negev Desert reference superpack

General / 11 August 2019

Today I am sharing some pictures of the Negev desert, especially the area near the dead sea.It is just crazy how alien this place feels and how the topography of the floor just draws pattern over pattern.This is due to the fact it is the lowest place on earth and in the middle of a desert, so the weather shaped this uniqueness over a very long time.Albeit the desert looks like a dead and arid place, it’s actually filled with a lot of life. Most pictures here will focus on topography though.

Middle Eastern architecture reference pack

General / 06 August 2019

Here are some reference pictures of middle Eastern architecture

It’s interesting how the roofs are made of different materials than the actual buildings. You can feel the influence of time over all those old rocks and be fascinated over how they meet with the iron and paint.

Most of these pictures were taken in the city of Jerusalem and some in the city of Tzfat.

Small stuff (macro plants reference photos)

General / 14 June 2019

I recommend using these in imaginative ways, flowers have such a unique shape. Also shooting reference pictures in macro allows to get those weird shapes you wouldn’t get with regular pictures.

How to find collaborators that actually stick (as indies)

Article / 28 May 2019

Lately I’ve been organising meetups for local indie gamedevs in Lyon, France. I called these “Set goals and get the Sh*t done!”. It consists mostly of small groups workshops with indie devs that have a project in Mind. I figured it would be of common utility if I take notes during the workshops and make a small digest out of everything we learn each time in the form of a blog article.

This time the subject was “how to find collaborators as an indie and how to get them to stick with the project”.

Keep in mind this is the result of informal conversation and everything written here is based on experience, not facts. It is biased information based on our own experiences and the books we read.

We figured together that even though it’s not that hard to find people that are willing to help indie devs, be it other devs, artists, or com’ guys, the motivation slowly vanishes over the course of a few weeks and they tend to disappear (rude!)

Work with anyone, or find the right person ?

There seem to be a need to find the “right person”, usually someone who has a complementary set of skill. Thought the one skill that is the most appreciated nowadays is good teamwork. There are two boats here ; those who want to make a really good duo with always the same person, and the ones that think the most important thing is to be able to work ok with anyone.

The middle way and what ended up looking like the better solution would be to have a core team of a fiew people that share a vision for the game, and then outsource what’s left. This liquid system with a solid core would allow for more agile work while keeping a rigorous brand and mission of the studio.

Money, Vision and Regularity

One thing that tends to hold together even the most dysfunctional teams seems to be money. Making Money (Or the promess of money, usually taking the form of parts) is usually a huge step for validation of a project (most indie games fail before they can be profitable).

But then how do you get people to imply themselves in your project for free ? The answer could be : Have a vision. What I mean by that is that regularity in your work and personnal projects lets you develop your own voice, your own vision. And that very personal voice is a very important asset only you have. When your associates are not around for the money, they’re probably sticking because they believe your studio will change the world in a good way, or at least a way they like.The storytelling of the project is key here, knowing who you are, and what you want to achieve is too. Having a strong background and a solid portfolio also seems to help.

Hope I could help someone with that =) I you feel you can add something feel free to DM me.

Some unanswered questions : Do you approach an associate with a project in mind or build it together ?

Ink drop footage

General / 02 May 2019

Heya guys !

Here is some Footage I made last year, along with nice watercolor textures. You guys can use it as transitions or mask for your art.

Rock textures and shape reference

General / 21 February 2019

Here are some nice inspiring reference photos I took this month, most of these are taken at ‘le palais idéal’ of the facteur cheval and the roman art museum of Lyon.

Mostly rock formations and sculptures.