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34 years old (14 years of experience) French (native language) English (read, written and spoken fluently) Spanish (basics) Nicolas DALAVOURAS Tel. : +46 70 291 57 38 Website : https://atl3d.artstation.com/ Senior Technical Artist E-mail : [email protected]

2006 2007 2008 … 2010 2011 2013 2014 2015 2016 2017 2018 2019 2020 Creative Patterns Playsoft Vietnam Exient – Ghost Games

Technical Artist e Technical Artist Technical Artist Technical Artist Senior Technical Artist Senior Technical Artist c

Trainer n Various game projects LiveSpace Angry Birds Go ! : Heat a Softimage|XSI l Trainer Looney Toons: Angry Birds Transformers R&D R&D e Galactic Games

R&D 3D Artist e Softimage, Zbrush & UDK R&D MAXScript Blockly Shaders Development r

Nintendo Gourmet Chef Hotel F 3D Artist RaceLine CC XGS Engine 3DS Max Tools for Tools Development DS SDK Fashion Designer : Style Icon Giant DS PES 2011 R&D Shaders Development Moonlight Sword BlitzTech Tools Development R&D Lead Artist Shaders Development Stars of Gaïa Sonic 4: Episode 1 Tools Development Emilie

Skills Education • Pipeline creation 3D Animation/Video Games Diploma earned in 2006 at MJM Graphic Design, Strasbourg with honors • Shaders and tools development Baccalauréat (A-levels): Mathematics, Physics, Biology. Earned in 2004 at Dumont d'Urville, • Training, writing tutorials and technical documentations for students or professionnals Toulon • Particles and visual effects Graphics : Hobbies 3D Studio Max, Softimage, Maya, Houdini, Zbrush, Mudbox, Photoshop, After Effect, Flash, Video games, board games, game design, animation, cinema, photography, drawing, reading, Illustrator, Substance Designer, Inkscape, Krita, MyPaint music, traveling and walking Programming languages : C++ (basics), C#, Python, MEL, MAXScript, Java, HLSL, GLSL, Javascript, AJAX, Actionscript 3, Objectives XML, JSON, HTML, CSS, PHP, MySQL • Move to roles with more responsibility and a higher degree of input in the creative Game engines/Frameworks : process , Ego, XGS, BlitzTech, Valve Hammer, 2019, 4, Nitro System, DirectX, • Continue to apply my technical knowledge on great projects while improving my purely OpenGL artistic skills

1/4 https://www.ea.com/ Ghost Games (Göteborg – SWEDEN)

Senior Technical Artist / R&D ● Creation of “Need for Speed: Heat”, a sequel to the famous “Need for Speed” brand ● Shaders development: ◦ Trees and grass - with animated wind in the vertex shader ◦ Roads - with dynamic wetness and puddles ◦ Car paint - supporting customization, damages, dirt, dust and animated water drops ◦ Terrain - with tri-planar mapping and curvature ◦ Buildings - with tri-planar mapping and atlased interior mapping ◦ Animated vertex shaders – for boats buoancy, windmills, store signs, etc... ● Tools development: ◦ Vertex shader encoder – for trees’ animation data http://www.codemasters.com/ ◦ Crashing waves modeler – in Houdini Codemasters (Southam – UK) ◦ Support for vehicle tools ● Performance tracking using Razor and PIX ● Assets integration and debugging Senior Technical Artist / R&D ● Creation of “DiRT 4”, a sequel to the famous “Colin McRae: DiRT” brand ● Pipeline automation for “Your Stage”, a procedural track generation system ● Development of MAXScript Blockly – an integration of Google Blockly within 3D Studio Max that allow the artist to compose their own tools and batch processes using a simple and friendly drag and drop interface ● Assets integration and debugging ● Various tools developed for 3D Studio Max: ◦ Ambient Occlusion baker ◦ LOD baker (meshes and textures) ◦ Tiles automatic validation ◦ Height variants automatic generation ◦ UVs validation ◦ Multiple “hot fixing” tools

2/4 http://www.exient.com/ http://www.blitzgamesstudios.com/ Exient (Leamington Spa/Oxford – UK, Valletta - MALTA ) Blitz Games Studios ( - UK)

Technical Artist Technical Artist / R&D ● Creation of a based on the “Angry Birds” ● Research and Development on our internal engine, license for our client, Rovio. BlitzTech ● Creation of a cross-over action game based on the ● Analysis and improvement of our internal tools – in “Angry Birds” and “Transformers” licenses for our clients, cooperation with the designers' team Rovio and Hasbro. ● Pipeline analysis ● Production pipeline analysis and design ● Integration within Maya – by creating new tools using ● Shader and tool development Python scripts or C++/C# compiled plugins ● Assets integration and debugging ● Artists support

Technical Artist / R&D ● Shader development for various projects or for R&D purposes ● Research on DirectX 11 features – such as tessellation and compute shaders ● Research on Physically-Based Rendering ● Research and creation of various water surfaces – matching different climatic and geographic conditions and using techniques such as adaptive tessellation and Technical Artist / R&D flow maps ● Research and Development on our internal engine, XGS ● Research on human skin rendering ● Analysis and improvement of our internal tools – in cooperation with the core team ● Pipeline analysis ● Design and mockups for new built-in tools and features – such as an animation system, a particle editor and advanced features for our shader editor Technical Artist ● Shader development for various projects or for R&D purposes ● Creation of tools and scripts to support game teams ● Various research projects: ● Development of BlitzTech Shader for Maya – using C++ and DirectX 11 ◦ Physically-Based Rendering on mobile devices ● Improvements on BlitzTech Python API and creation of ◦ Water rendering Python scripts for Maya – in order to automate the export of materials between Maya and BlitzTech ◦ Human skin rendering ◦ Fur rendering ◦ Partial derivative normal mapping ◦ Reflection systems and parallax correction

3/4 http://www.playsoft.fr/ http://www.creative-patterns.com Playsoft Games (Ho Chi Minh City – VIETNAM) Creative Patterns (Strasbourg - FRANCE) Technical Artist / 3D Artist Technical Artist ● Creation of a new episode for Nobilis' license « Hotel ● Porting the license « Pro Evolution Soccer » of our client, Giant » targeting Nintendo DS Konami, to the Windows Phone 7 platform ● Production pipeline definition ● Analysis of the project, tools, documentation and assets provided by the client ● Modeling and texturing of in-game environments ● Production pipeline definition ● Rigging of the game's characters ● Plugins creation for Maya – in order to automate some ● Export and integration of graphic assets within the game tasks such as animations symmetry, 3D scenes cleanup engine (Nitro System) and export to an intermediate file format ● Creation of scripts and plugins for Softimage|XSI to ● Lighting for some stadiums handle in-game animations and data export ● Modification of some graphic assets

Technical Artist / 3D Artist ● Creation of two new titles, « Gourmet Chef» and Technical Artist / VFX « Fashion Designer: Style Icon », respectively for Ubisoft and 505 Games/Digital Bros ● Creation of the 3D fighting game « Moonlight Sword » for iPhone ● Production pipeline definition ● Use of a cutting-edge engine – UDK ● Modeling, texturing, lighting and rendering of 3D backgrounds ● VFXs' creation – within the Cascade editor ● Export and integration of graphic assets within the game ● Shaders' (Nitro System) ● Creation and lighting of the game's stages - Lightmass ● Creation of scripts and plugins for Photoshop to batch data export ● Export, import and integration of all the graphic assets ● In charge of teams' training to UDK and Zbrush

Web / Flash Developer ● Development of « Babbelflade » Flash game for France 3 Lead Artist / Technical Artist Alsace based on one of the shows of the TV channel ● Porting the license « Sonic 4: Episode 1 » of our client, ● Development « Yellow Jacket » Flash game based on a Sega, to the Android platform series of short films ● Analysis of the project, tools, documentation and assets ● Development Creative Patterns' website using SPIP and provided by the client others additions in PHP/HTML/CSS ● Production pipeline definition ● Modification, export and integration of assets during the pre-production period

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