Portfolio

Reel: 2023

This reel has been updated to showcase projects that are out of NDA.

Please note that I am unable to provide a Youtube link at this time due to aggressive algorithms that will block copyrighted shots containing my work. This is I am providing a google drive download to the video file as an alternative. You can reach the video by clicking the image above, or by clicking here.

What is Legacy of Kain: Soul Reaver?

Soul Reaver was originally the second game in the cult series Legacy of Kain released in 1999 on PC and Playstation developed by Crystal Dynamics.

This project is our re-imagining of a portion of that game. It has been produced in 7 weeks total by a team of 14 of various trades.


My share of the work:

My tasks for this project were varied, but mostly consisted of:

  • Basic player mechanics and world interactions.

  • Specific camera behaviors.

  • A shader system that support specific alterations on the world switch and per-world-state vertex painting palettes for effects.

  • Modifications to the 3ds Max standard biped for additional limbs and physics support in engine.

  • General Technical support for both the level art team and animation team.

While as someone usually focused on Rigging/Animation, our needs for this project were simple enough that we saw no need for fully featured custom bipeds in our pipeline, but rather small cosmetic alterations on the 3ds Max biped such as facial features support, extra limbs and NVIDIA Apex cloth setups. This way we ensured the animators would have as much time as possible to polish for such a time-restricted project. I coordinated with the character modelers for our needs and proceeded to skin the final meshes and did the entire integration process as well as physical asset setup.

 

The Team:

Gabrielle Marcheterre
Valérie Grenon-Fréchet
Joëlle Landry
Vanessa Roy
Anne-Sophie Labelle
Renaud Leclerc
Louis-Michel Lebeau
Alex Rodrigue

François Grégoire
Weidi Kang
Miguel Hernandez
Leo Ferland-Dallaire
Joel Caron
Minh-Mily Nguyen
Raphaëlle Deslandes
Nicolas-John Poulin

Pharaon Inc.

On this project, I was in charge of rigging and animating the first person character, I was also in charge of setting up and implementing the matinee elements to some key events.


Experiments and smaller projects:


Rick and Morty

This was a small project, but with many opportunities to try things, for starters, cartoon spaghetti legs that could be completely solid or curve as we wanted them to replicate the tv series run-cycles, aliens with animated testicles, their double articulated legs setup in IK.

We went for a "mobile look" just because it was suited to the look of the series, since it saved us some time, we managed to make an Easter-egg where we included a full scene with the characters even though they weren't made for it. We might have made it to make Justin Roiland and Dan Harmon laugh!

What is Ascension?

Ascension is the result of 12 weeks of production, through a collaboration of NAD and UQAC students to produce a playable vertical slice of a game based on mechanics designed the previous semester.

Ascension is a technical platforming title where the player must navigate hazardous fantasy environments to reach the top of the mountain, and possibly reach Valhalla.


My share of the work:

My tasks for this project were varied, but mostly consisted of:

  • Custom rig for the player character.
  • Dynamic shader system for Death and Cinematic elements.
  • Physics setup for the character as well as the clothing simulation.
  • Rigging and animation of multiple props.

The biggest challenge I faced on this project was to handle the character dynamic features. It was a great learning experience in Unreal 4's handling of them on a custom rig specifically, as the documentation was sparse and it involved a lot of trial and error. I am happy to report that getting my hands dirty in this matter did pay off!


Animation tests.

Those tests were my own creation, they have been used to debug the rig and test a few features.


The Team:

Animators
Antoine Demers
Vanessa Roy

Character Artist
Raphaëlle Deslandes

Concept Art
Raphaëlle Deslandes

Level Designer
Janick Fortin
Joëlle Landry

Game Designer
Guillaume Couture

Level Artists
François Grégoire
Weidi Kang
Miguel Hernandez
Louis-Michel Lebeau
Leo Ferland-Dallaire
Nabil El Biad

Technical Animator
Gabrielle Marcheterre

Programming
Frédéric Bolduc
Mikaël Senneville
Bernard Audebert
Alexis Lessard

What is Fréquences?

Fréquences is a musical journey of a fictional musical instrument that was made by 8 students from the NAD and a sound designer. The project has been built to be played like a short movie, but in real-time and rendered through Unreal 4. Everything you see is straight out of the engine, animated by combinations of blueprints and matinee elements.

Fréquences is a project that wants an immersive experience through a surreal world uniting sound and image to live an emotional experience.
— Andréanne Drolet

My share of the work:

My tasks were to both rig and animate all of the contraptions that had been designed.

Fréquences was my first formal experience with purely mechanical designs. While I came in thinking this would be a cakewalk, I'm happy to report that I have had to learn quite a bit about instruments behaviors, how to achieve convincing results even though this was an imaginative piece, and come up with solutions for some unforeseen situations.

All in all, I have enjoyed the puzzles and the creativity I've had to use to produce my part of the project alongside very talented individuals!

Honors:

The Team:

ART DIRECTION & LIGHTING
Andréanne Drolet

MODELING
Andréanne Drolet
Laurie Durand
Anne-Sophie Labelle
Audrey Poulin
Rui Sequeira

TEXTURING
Andréanne Drolet
Laurie Durand
Audrey Poulin

RIG & ANIMATION
Gabrielle Marcheterre

FX ARTISTS
William Belley
Francis Bouthillier

MUSIC
Éric Cadieux

RESPONSIBLE PROFESSOR
Dave Hawey