Open to studio roles in France and Europe

TECHNICAL / PIPELINE ARTIST

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++

Reels

Start with the reel that matches the role you are hiring for.

Production Experience

Studio experience across pipeline, technical lighting and team leadership.

Arcanum Works

Technical & Pipeline Artist

Feb 2025 – Jun 2025
Freelance contract

Production pipeline architecture, artist tools and workflow integration.

Cyber Group Studios

Lighting, Pipeline & Technical Artist

Sep 2024 – Dec 2024

Lighting workflows, render automation and technical support for animation production.

UNXD

Lead Lighting Artist

Oct 2022 – Aug 2023

Promoted from Lighting Artist after one month, then led real-time lighting, workflow design and Unreal Engine troubleshooting.

Vokode

Lighting & Compositing Artist

Apr 2024 – Jun 2024

Lighting and compositing for advertising productions including Dior, Citroën and Vichy.

Selected Work

Selected technical, procedural and image-production work.

Specialization

Production workflows and artist support first, with development depth where the work requires it.

Primary

  • Technical Art
  • Pipeline Workflows
  • Artist Tools
  • Lighting & Rendering Support

Strong Working Knowledge

  • Unreal Engine
  • Houdini
  • Maya
  • Nuke
  • Python
  • Git / Perforce

Additional Depth

  • C++
  • GPU Rendering
  • Shaders
  • Renderer Architecture

Software

Unreal Engine · Houdini · Maya · Nuke · Blender · RenderMan · Redshift

How I Work

Start with the production problem

I first reproduce the issue with the artist who encounters it.

Fit the existing workflow

I avoid replacing a pipeline when a focused tool can solve the problem.

Make errors actionable

A useful error message explains what failed and what the artist can do next.

About

I started in lighting. My move into pipeline work came from repeatedly running into the same production problems, fragile scene setup, late render failures and tools that made sense technically but not to the artists using them.

That lighting background still shapes how I build tools, the workflow has to serve the image, not the other way around.

Open to Studio Opportunities

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.