I'm currently a Senior Concept with experience in Outsource Management and Art Direction based out of from Montreal Quebec. I also teach on the side at Syn Studio, a local concept art school for their Diploma program courses on Visual Communications and hard surface design.
Devoted Studios – your partner in game co-dev, porting and end-to-end art production. US-based studio solving production issues with expert-led strike teams and full visibility at every stage. Trusted by Obsidian, Embark, Super Evil Megacorp, Hutch, SteelWool, and 90+ other companies.
• Reviewed and art directed a variety of concept art assets submitted by our outsourcing partners including characters, weapons, illustrations, charms and mounts.
• Created detailed brief documentation defining the art direction with reference paired with supporting narrative and guiding keywords to inspire and direct external vendors for asset creation.
• Provided detailed paintovers and callouts in conjunction with clearly communicated written feedback to external artists and teams to help align their concepts to the Highguard IP.
• Collaborated with art leadership and the various production departments to ensure that assets stay on target, from a quality, direction, and schedule point of view while continuing to push boundaries.
• Collaborated closely with the internal hard surface modeling team to produce detailed documentation and breakdowns for base weapon assets within Highguard. These are used to assist external artists in skin creation, clearly explaining function and areas of opportunity while supporting current and potential future gameplay requirements and maintaining competitive integrity.
• Created pitch documents to present to peers and leadership for potential future thematic sets.
• Onboarded new Outsource vendors and independent contractors to processes and quality bar.
• Sourced new talent and contractors to join and contribute to the MTX team.
• Fostered long-term relationships with outsource partners to build trust, passion, and craft excellence in best practices and techniques while also seeking out new artists to join the team.
• Created detailed concepts and propagated new weapon skin lines for production, both for sale in the VALORANT store and for inclusion in the Battlepass.
• Created detailed pitch decks and asset documentation to guide and inspire internal teams and external partners in the development of new weapon skins, accessories, sprays, and cards.
• Reviewed and provided feedback to outsource partners on weapon concepts, card illustrations, and sprays to ensure alignment with quality standards and schedules.
• Assisted internal outsource managers in reviewing weapon skins and providing solutions as assets were developed in 3D with external partners.
• Assisted in onboarding partner studios to VALORANT PC team processes and quality expectations.
• Assisted in the evaluation of potential partner studios and provided structured feedback.
• Collaborated with departments such as marketing to support emergent and planned opportunities, including April Fools initiatives, player engagement efforts, interviews, and competitive tournaments.
• Presented current and future initiatives to the broader team during regular show and tell sessions to promote visibility across the project.
• Onboarded and mentored interns and new hires.
• Creation of course curriculum, assignments and instructing students in the basics of Visual Communications, Industrial Design, Vehicle and Prop Design.
• Providing feedback, paintovers and guidance to students in developing and refining their IPs and designs into high quality, industry read portfolio pieces.
• Collaborated with art directors and department leads to produce target images, design environments and various assets including weapons, vehicles and environmental props along established style guidelines.
• Created art bibles with detailed breakdowns to clarify and differentiate the visual language of factions within the game to be used by concept and environment artists.
• Worked in close collaboration with the environment team to evolve and proof out visual art direction for new environment art sets.
• Participated in fan expos (Tennocon) by presenting developmental content and processes.
• Worked with the Art Director, Art Manager and various departments to produce concepts for vehicles, prop assets, VFX and in game UI icons while remaining consistent to the established art style.
• Worked with the Art Director and the Cinematic Lead to produce storyboards for both in game cutscenes and outsourced FMVs
• Created high level, early preproduction work from vehicle designs and storyboards for new game pitches.