In the summer of 2011, I completed a four-month internship with Ubisoft in Pune, India. During this internship, I was in charge of the animation pipeline. I showed initiative and took a lead part in the development process of the game. I polished the textures of the characters and optimized all the assets for the game in order to make it function efficiently on iPad.
I also led the creation of the trailer that you can see here.
You can see the ten-minute film, The Day of the Flood, at this link : http://focusonfloods.org/the-day-of-the-flood
Here is a recommendation letter from Maciek Albrecht of MaGiK Studio, in which he says that "[Nils] contributed a great deal to the film and studio work. I view him as a standout talent among media artists."
I wrote and illustrated a fourteen-page tutorial about Illustrator. It was published in France with Editions Artege, (Artege Publishing) in 2011. Creer avec Illustrator (Create with Illustrator) is available : here
A first version of our tutorial with play solder environment. After some play tests, we decided to change the set-up of the tutorial. We are currently working on a new one which will be more ergonomic and easier to understand for the player.
Our project continues, Tiny White Pebbles is now called Tiny White Stones. The game design has been lifted and we have just finished the pre-production period. You can see here two different artworks featuring the universe of the game. The prototype will be developed with Unity in 3D by the end of the year.
This is a model of an avatar that demonstrates my 3D skills. The avatar was created for a video game project with a six-member team. The game was completed in one work week. I did the modeling, texturing and animation set-up of the avatar. The base mesh I made using 3DS Max and the texturing, polishing and retopology with ZBrush. This model has been successfully imported into the 3D engine, Unity.
You can see a video of the prototype at: (coming soon)
These are graphical assets for an adventure game, created in one work week with a team. I was the lead artist on this project and my intention was to create an original design to accommodate the project’s target, women in the 40+ age range. I chose a scrapbooking style for the game’s design. As lead artist, I was able to direct and help my art team achieve this desired style through my own prior knowledge. It was important for me to stress graphical coherence, which is mandatory when working in a team. The game assets for the project have been successfully completed, but the development is not yet operational.
ZBrush is one of my favorite programs to use since it is very similar to actual sculpting. Since I studied clay sculpture at a preparatory school for one-year, I have a strong base in sculpture. Here are two models I made with ZBrush. With ZBrush, I can competently follow a work process: from sculpting to retopology, to texturing.
A redesigned book cover for French writer Raymond Queneau's novel, Exercices de Style. To accompany the cover, I drew an illustration and designed a musical font. This work was done under the coaching of Isidro Ferrer, a well-known Spanish graphic designer.
A complete visual identity done for a gallerist association in Aix-en-Provence, France. The project has yet to be edited, but it shows how I can make a visual identity and reproduce it onto various marketing mediums, such as posters and tee-shirts.