Level Artist & Manager

Alexis Argyriou

ABOUT ME LINKEDIN
About

ABOUT ME

I am the Lead Artist at Ubisoft Annecy, in France.
My team just completed StEEP: Road to the Olympics.

LEVEL ART

LEVEL ART

  • Knowledge of modeling, texturing, shading, lighting and rendering all kinds of environments
  • Sensitive to realistic structural coherence and spatial flow
  • Respectful of architectural styles
  • Understanding of the real-life mechanics behind wear & tear
  • Able to work effectively from reference materials of all sources
  • Able to interpret concept arts in respect with gameplay and level design
  • Experienced at researching and planning asset creations by an external partner
  • Capable of designing any kind of structures within specific art styles and epochs, backed with visual references and personal research
  • Able to work with Art Directors and effortlessly communicate the creative vision to the team
  • Capable to ensure the complex combination of design requirements and art direction, challenging the latter if gameplay issues arise during production
  • Absolutely open-minded and welcoming constructive criticism from anybody in the team
  • French Bachelor Degree in 3D Art, dedicated to Environment Modeling and Texturing with additional courses focused on traditional arts.

MANAGEMENT

MANAGEMENT

  • Experience with AAA games from several genres and scales, mostly with 200+ people teams.
  • Experience as the primary Art Lead in heteroclite art teams made up of 30+ people of several disciplines, nationalities and backgrounds
  • Able to take on entire levels from conception to debugging
  • Able to take ownership to set a visual target for the team while providing feedbacks and constructive criticism to my colleagues
  • Confident in my communication skills with people from all over the world, vast knowledge of game-specific terms and technical vocabulary
  • Organized and able to prioritize effectively
  • Deliver on time and provide scheduled direct reports to managers
  • Enthusiastic about presenting the team’s progress to directors or panels of industry professionals
  • Able to support external teams and studios working on different projects
  • Recruitment experience at Ubisoft and Sperasoft, able to identify and adequately train new talents while identifying art team reinforcement needs for upcoming projects
  • Understanding of my team’s needs, improvement paths and training options
  • Experience with extensive peer-reviews and performance review processes

LIGHTING

LIGHTING

  • Able to light both interior and exterior scenes in respect of technical constraints
  • Proficient with lighting tools in real-time engines and offline renderer such as Vray and MentalRay.
  • Accomplished use of lighting and scene composition through color, perspective and contrast
  • Good understanding of color science, color theory and colors’ relation to players’ emotions
  • Ability to work with color palettes and color grading with 3D LUTs and similar techniques
  • Excellent knowledge of photography and film theory, avid travel photographer

TEXTURING

TEXTURING

  • Deep understanding of materials and light interactions
  • Experienced texture artist, using mostly Substance Designer and Photogrammetry
  • Able to deliver realistic and physically accurate textures in a PBR pipeline
  • Excellent shader creation skills in Unreal Engine 4, working knowledge of Anvil and CryEngine’s node-based shader editors.
  • Able to work within various technical limitations, compressions and Texel ratios.

TECHNICAL

TECHNICAL

  • Solid experience of physically based game engines: UE4, CryEngine and Anvil
  • Long-time use of 3dsMax as a Level Artist, from unwrapping meshes to modeling structures, LODs and collisions with efficient polycount and accurate metrics. Working knowledge of Zbrush and Mudbox
  • Capable of proposing polycount and texture budgets within my area of expertise, while supporting technical directors to ensure our visual goals are met
  • Able to establish documentation or naming conventions and maintain those throughout the project’s lifetime
  • Eager and able to quickly learn new technologies, implement new solutions in an existing pipeline and always on the frontline to research new workflows.
  • Easy to work with, providing technical problem solving from an artist perspective

cv
cv
About
projects

PROJECTS

Do not hesitate to contact me for more information.
Click on any project to see a sample of my work and my team’s work.

projects
portfolio
Steep Road to the Olympics
Rainbow Six Siege Season 8
Rainbow Six Siege Season 7
Rainbow Six Siege Season 6
Rainbow Six Siege Season 5
Rainbow Six Siege Season 4
Rainbow Six Siege: Season 4 – Red Crow
Sniper: Ghost Warrior 3
portfolio
Our Team

MY TEAMS

I had the chance to lead incredibly talented artists over the years.
Here is a few of them and where they are right now.

Biketov

3D Artist at Sperasoft

Masha

Level Artist at Massive

Charly

Level Artist at Ubisoft

Grisha

Level Artist at Sperasoft

Micka

Level Artist at Ubisoft

Abelardo

Lead Lighting Artist at Rocksteady

Raph

Level Artist at Ubisoft

Audrey

Level Artist at Sperasoft

Zach

Environment Artist at Ubisoft

Jonas

Texture Artist at Ubisoft

Quetzal

Level Artist at Sperasoft

Arif

Environment Artist at Digital Extremes

Vitaly

Prop Artist at Massive

Jonas

Texture Artist at Ubisoft

Fedkina

3D Artist at Sperasoft

Nikita

Level Artist at Sperasoft

Fedkina

Level Artist at Sperasoft

Shtonda

Lighting Artist at Sperasoft

Anton

Senior Artist at Sperasoft

Luba

Level Artist at Ubisoft

Erwan

Lighting Artist at Starbreeze

Aleksander

Level Artist at Ubisoft

Misha

3D Artist at Sperasoft

Kem

Texture Artist at Darewise

Chabrov

Lead 3D Artist at Sperasoft

Aleksey

Level Artist at Sperasoft

Rudy

Vegetation Artist at Ubisoft

Our Team
recommendations

RECOMMENDATIONS

Recommendations from my mentors and coworkers. Do not hesitate to contact any of them for more information.

recommendations
Services

FREELANCE SERVICES

I might be available for freelancing depending on my schedule.
Don’t hesitate to drop me a line!

CONSULTING

CONSULTING

Hire me for a definite period of time and suck all my knowledge as much as you want!
Available to work remotely or on the spot.

ART OPTIMIZATION

ART OPTIMIZATION

Years of experience in lighting, art and assets optimization on AAA titles, from Rainbow Six Siege’s tight multiplayer maps in 60fps to StEEP’s massive 256km² mountain ranges. Put more in your game, almost effortlessly.

LEVEL ART

LEVEL ART

I can help you with lighting or simply to handle those non-finalized placeholder-riddled designer levels.

UNREAL SHADERS & MATERIALS

UNREAL SHADERS & MATERIALS

Materials and shader creations, pipeline implementation, textures creation to allow your project to rightfully shine.

PHOTOGRAMMETRY

PHOTOGRAMMETRY

Setting up a pipeline or looking for a dedicated Photogrammetry artist? I can go on location to shoot thousands of photos for your project and send you a hard drive with all the files, or help you process terabytes of data with RealityCapture, Zbrush, 3dsMax and Substance Designer.

Services

WHERE TO FIND ME

You can drop me an email or follow me on those professional social medias.

CONTACT ME

You are welcome to contact me for more information
about my portfolio, resume or freelance services.