8+ years crafting real-time VFX across AAA titles — Dead Space Remake, Dragon Age: The Veilguard, and Rainbow Six Siege.
I build effects, but I also build the systems that make effects scale. Modular libraries, pipeline integrations, cross-team workflows — I think as much about how the team produces work as the work itself.
Dual Citizen (French & Canadian), based in Montreal. Always pushing what real-time VFX can do.
Motorcycles rider & lover. Got a Yamaha Bolt R-Spec 2016 & a Honda CT125 Trail 2025
Getting back on Dragon Age Dread Wolf as a contractor via Apex Systems.
Starting a new position there as a Senior on a new IP.
Dead Space Remake - Released.
Dragon Age: Dreadwolf - OnGoing.
Worked on the new IP "Meet Your Maker". My tasks were mainly focused on the Hub Section with many VFX integrated into animated props like welding machines, ambient VFX like insects, Steam, Electricity, Computer Screens.
I was also task with Gameplay VFX on the NPC (Enemies) side with Muzzle flashes, Build Up, Deflect, AoE damaged zones, Pick Up VFX on loot.
Will update with some video footage when available.
- Currently working on R6 Siege
- Worked on an Unannounced IP
Started working as a VFX Artist Intern in January. Recently became a full fledged VFX Artist. I replaced almost every VFX that was there because they were outdated and some of them were making the game's FPS drop by more than half. My work allowed the company to get rid of PopcornFX that was responsible of most performances problems, all while being an intern, which, as a result, got me hired there.