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.
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!
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 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.
Full UI: Third Person Game
LAV Vehicle model
Loot and Inventory UI
e-cms 3
Octaedra.net
e-cms.net
Somua.com
DragonAgeSaga.comSince 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!
I'm passionate about Web technologies since I'm fifteen and this experience allows me to create complete websites to the design on Photoshop to the final integration with a huge attention to details including ergonomics, visuals, security and good code practices.
In addition, I have acquired over the time some skills on database design and queries optimization for creating high performance Web applications using PHP and ajax-based frameworks with the help of some version control systems like Git and Mercurial.
Over the time, I specialized myself on the backend programing in PHP where all the code in the higher levels are based on.
This means that I'm creating the core functionalities of a web application like the interfaces between the database and the frontend, the system which load the pages etc.
Due to the nature of this type of work, everything is made with object oriented programing techniques which helps to create an efficient and easy to maintain code base.
Moreover, I also develop my own content management system since three years now known as e-cms.
It's a polyvalent and flexible development platform for professionals available in French territories at e-cms.net.
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.
Professional and technological high school Sacré-Cœur – Béziers, France | 2012
Final examination highlight:
Education highlight:
Professional and technological high school Sacré-Cœur – Béziers, France | 2011
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 :)