Arcanum Works
Technical & Pipeline Artist
Freelance contract
Production pipeline architecture, artist tools and workflow integration.
I help artists work efficiently by building reliable tools,
solving production bottlenecks and improving lighting and rendering workflows.
Production experience across animation, VFX, advertising
and real-time projects.
France · Open to full-time studio opportunities
Unreal Engine · Houdini · Maya · Nuke · Python · C++
Start with the reel that matches the role you are hiring for.
Studio experience across pipeline, technical lighting and team leadership.
Arcanum Works
Production pipeline architecture, artist tools and workflow integration.
Cyber Group Studios
Lighting workflows, render automation and technical support for animation production.
UNXD
Promoted from Lighting Artist after one month, then led real-time lighting, workflow design and Unreal Engine troubleshooting.
Vokode
Lighting and compositing for advertising productions including Dior, Citroën and Vichy.
Selected technical, procedural and image-production work.
A Houdini HDA case study covering artist-authored masks, procedural web generation and final lighting integration.
A visual-tool framework exploring nested systems, live evaluation and understandable artist-facing interactions.
A study of integrating a 3D vehicle into a photographic environment.
Production workflows and artist support first, with development depth where the work requires it.
Unreal Engine · Houdini · Maya · Nuke · Blender · RenderMan · Redshift
I start by understanding where time is lost, which errors repeat, and what artists actually need during production.
I prefer focused, maintainable solutions that integrate with current tools rather than forcing teams to rebuild their workflow.
Tools should validate early, report errors clearly and help artists recover without requiring constant technical assistance.
A tool is only useful when artists can trust it, understand it and continue using it after its initial development.
I began my career in lighting and gradually moved toward technical art and pipeline work after repeatedly encountering production problems that could be solved through better tools and workflows.
This background helps me understand both sides of production: the visual goals artists are trying to achieve and the technical systems required to deliver them reliably.
I am particularly interested in artist-facing tools, lighting and rendering workflows, production automation and technical support.
I am currently looking for Technical Artist, Pipeline Artist or Technical Lighting positions in animation, VFX, games and real-time production.
Based in France.
Open to on-site, hybrid or remote opportunities depending on location.