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Shokudai temple

This environment created in CRYENGINE showcase the new physically based rendering techniques (PBR) in a both indoor and outdoor environment with a particular focus on the lighting and materials.

Additionally, this scene has been designed like it was part of an actual video game level, this mean that every object have been made to be reusable whatever the lighting conditions and the complete scene obeys to strict performance budgets from the polycount to the fx.

Each asset has been created with industry standards tools including Autodesk Maya, Photoshop, xNormal as well as Quixel DDO and my own CRYENGINE Importer Hub tool.

About me

Hi, I'm Guillaume Puyal

Born and residing in the south of France, I'm passionate about digital creation and how these things can amaze us, entertain us and make our lives easier.

In this context, I quickly started to create and manage video games websites.
As a result, I gained many skills in web developement and produced my own content management system, e-cms which is actually on sale on French territories.

Since 2011 and following my growing passion for video games, I have worked hard on everything surrounding game development especially with the CRYENGINE technology.

This gave me a valuable experience in various domains including programing, UI, 3D modeling, FX and engine comprehension in general.
After that, I quickly began to specialize me on the lighting and the material side where the light has the power to define the mood and the atmosphere of an entire scene and let's me express my love for the colors!

I'm now looking for job opportunities so don't hesitate to contact me and take a look at my portfolio!

Blog

Portfolio

Game development and 3D Art

SHOKUDAI Temple Environment

This scene created in CRYENGINE showcase the new physically based rendering techniques (PBR) in a both indoor and outdoor environment with a particular focus on the lighting and materials.

Additionally, this scene has been designed like it was part of an actual video game level, this mean that every object have been made to be reusable whatever the lighting conditions and the complete scene obeys to strict performance budgets from the polycount to the fx.

Each asset has been created with industry standards tools including Autodesk Maya, Photoshop, xNormal as well as Quixel DDO and my own CRYENGINE Importer Hub tool for a total of 63 objects and 146 materials created. Also, the creation process has been highly detailed in a 9 pages breakdown document.

Importer Hub for CRYENGINEImporter Hub for CRYENGINE

This tool written in C# has been created during the development of the SHOKUDAI Temple scene in order to speed up the texture creation workflow with features like drag-and-drop import of multiple images formats (tga, psd, png, jpg, bmp, tif) and paste from clipboard functionalities.

The tool is now open source and have been improved substantially with mesh import as well as the Quixel Suite DDO Live Connexion feature which allow a seamless workflow between the CRYENGINE and the texturing tool.

Last but not least, the Importer Hub for CRYENGINE tool have been featured two times on the Crytek´s official developers community website CryDev.net.

UI2Full UI: Third Person Game
As part of a freelance work, I was designed to create the complete UI of a canceled CRYENGINE powered game which resulted in the creation of 7 UI elements. My exact role was first to design the UI elements in a practical sense, create a coherent and shared aesthetic, make a unified framework in Action Script and finally makes all the elements in Adobe Flash and integrate them in-engine.
UN-LAVLAV Vehicle model
This vehicle have been created in order to improve my modeling and texturing skills with Maya and DDO then ported to PBR and rendered in CRYENGINE 3.6.5.
I also made the lighting and the environment used to showcase this vehicle with the help of some CRYENGINE assets as well as assets that I created like the particles and the grass.
UILoot and Inventory UI
This is an FPS-RPG style HUD with functionalities like a loot selection dialog and an inventory management. The UI assets have been created in Adobe Flash with Action Script then exported to Scaleform. All the game-to-UI logic have been made with UI Action Flowgraphs including custom flownodes and UI Events and include a full network synchronisation.

Web development

e-cms 3e-cms 3
e-cms is a huge project I'm working on for more than 3 years now: it is a polyvalent and flexible content management system available in French territories on e-cms.net.
e-cms features a complete set of functionalities like the modular articles system, the simplified template integration as well as the native forums connexion and many more.
OctaedraOctaedra.net
Co-designed the layout and the functionalities of the entire website and worked on all te technical aspect including client-based interactions with third party API
e-cms.nete-cms.net
Full creation, including first iteration in Photoshop, its conversion to HTML/CSS as well as the integration to e-cms, the content creation and some e-commerce features.
SomuaSomua.com
In charge of creating a new version of this highly visited website, I designed a new layout in Photoshop by following a precise set of specifications.
DragonAgeSagaDragonAgeSaga.com
Layout adjustment from a concept created by an artist, its conversion to HTML/CSS and adding rich javascript animations as well as the integration to e-cms.

Resume

Skills

Technical skills
  • CRYENGINE Toolset• • • • •
  • C#• • • • •
  • Photoshop• • • •
  • HTML / CSS• • • •
  • C++• • •
  • Autodesk Maya• • •
  • PHP• • •
  • MySQL• •

Since 2011 and following my growing passion for video games, I have worked hard on everything surrounding the game development in order to gain experience in various domains.

Right at the beginning, I’m focused on the Crytek's CRYENGINE technology which allowed me to understand and follow the practices used in AAA productions.
As a result, I have gained both technical and artistic skills as well as a global understanding of the game engine and a lot of industry standard tools like Autodesk Maya, xNormal and Visual Studio.

On the programing side, I have practiced high level network programing (aspects, RMI, compression policies and client-server interactions), UI design and integration (flowgraph logic, Action Script with Scaleform and Flash and engine-side UI events) as well as flownode creation for the CRYENGINE visual scripting tool FlowGraph.

On the art side, I have created various 3D models in Maya, mainly props and architectural as well as some natural objects and a vehicle and each of them has been textured in Photoshop and I also used some additional tools like Quixel DDO and CrazyBump.
I also worked on FX and particles effects from their creation in the engine to the sprites used to archive a wide range of effects.

For the needs of the creation of my SHOKUDAI Temple scene, I made some technical art with the Importer Hub for CRYENGINE tool.
Written in C#, this tool allow to speed up the texture creation workflow with features like drag-and-drop import of multiple images formats, paste from clipboard functionalities, mesh import and finally allow a seamless workflow between the CRYENGINE and Quixel DDO.

At this time, I considered myself as a generalist with a solid knowledge of the game engine itself, its systems and the assets creation workflow.

After that, I quickly began to specialize me on the lighting and the material side where the light has the power to define the mood and the atmosphere of an entire scene, guide the player eyes through a level and ultimately have a huge contribution on the aesthetic and the graphical fidelity.

Beyond the artistic considerations, I have fist begin by studying the physically based rendering techniques (PBR) to understand how the light and the surfaces works in real life and how to replicate them accurately in the game engine with the different material maps (albedo, specular, gloss,...), the lights properties and the use of HDR environment probes.
Then, I worked to practice and understand the technologies behind the different rendering techniques including the HDR, the fog, all the shadows related settings and optimizations, the global illumination, the ambient occlusion and all the post-process filters like the color grading and the lens flares effects.

Finally on the artistic side, I'm working on the lighting by being aware of the color theory and the exposure perception in order to drive the aesthetic for both environmental and cinematic lighting.

With all this knowledge in mind, I'm able to make a high quality physically accurate lighting with a clean final picture and a strong focus on the optimization that lets me express my love for the colors!

Experience

Traction Wars
  • Lead Artist | March 2016 - Today
    At this position, my role is to manage the entirety of the Art Department which includes task prioritizations and assignments as well as global Art direction.
  • Deputy Lead Artist | November 2015 - March 2016
    I have been appointed as Deputy Lead Artist where I provide support to the Lead Artist in the topics of task assignments and the communication with the Art as well as providing documents and guidelines on various Art and game performances related disciplines.
  • Lighting Artist | July 2015 - Today
    As Lighting Artist, my role on this CRYENGINE game is to make the entirety of the lighting in the game which include the day/night variants for each of the maps but also making all the 3D assets for the light sources and the programing in C++ and LUA of all the multiplayer logic behind the day/night variants as well as the support of destroyable lights.
Freelance job
  • PROUI designer and scripter | November 2014 - January 2015
    Working on an unannounced CRYENGINE powered independent game, I was in charge of creating the user interface including the HUD and the menus on a design, visual and scripting/programing standpoint.
    During this job, I also took part on defining the visual style of the game as well as providing advices and support on various technical and artistic aspects.
Community Network
  • Executive committee member | October 2012 - 2014
    As member of the executive committee of this non-profit organization, my role is to take part to make decisions that affect more than 100 volunteer staff members across 14 gaming websites on various topics such as editorial policy, events organization, collaborations with gaming companies and more.
    In addition, one of my key roles is to technically support and maintain all the websites in the organization.
  • Staff member | 2009 - 2012
    At that time, I was general administrator on two video games fansites: MOH-France.com and DeadSpace-fr.com.
    My job was to manage volunteer staff, create content such as news and organize community events like contests and video game tournaments.
e-cms

PROEntrepreneur | January 2013 - 2015
After 3 years of development, I have created a small company dedicated to sell my own content management system for websites: e-cms.
In addition to the development of the e-cms technology, I'm working on the documentation writing as well as the marketing including online ads creation, social networks management and customers support.

Education

Professional Baccalauréat: Digital Electronic Systems (BAC SEN)

Professional and technological high school Sacré-Cœur – Béziers, France | 2012

Final examination highlight:

  • Perfect score in Applied Arts (20 out of 20)

Education highlight:

  • These three years of studies included courses in industrial engineering and Applied Arts
  • Include a total of six internships in small computer-science and electronic companies

Professional studies certificate: Digital Electronic Systems (BEP SEN)

Professional and technological high school Sacré-Cœur – Béziers, France | 2011

Contact

Get in touch!
Use the form below or send me directly an e-mail at contact [at] guillaume-puyal.com.

I will do my best to reply as soon as possible to any query :)

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