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Maxence  Rey-millet
Maxence Rey-millet
Level Artist @ Quantic Dream
Paris, France

Summary

Hey! I'm Maxence.

I'm an environment artist with 2 year of experience in the industry. I'm an architect of imaginary worlds, transporting gamers into unknown & unique worlds. I'm a versatile artist, comfortable with different art styles from 3D Art to Level Art.

Feel free to contact me for anything, i'll be pleased to discuss with you 🙌

CONTACT

🌐 PORTFOLIO : https://joujk.artstation.com/
📧 EMAIL : maxence.reymillet@gmail.com

Skills

Compositing3D ModelingEnvironment ModelingLightingTexturingArchitectural DesignShadersPixel ArtTeam ManagementProject ManagementPBR TexturingTexture Baking3DTrim

Software proficiency

Blender
Blender
ZBrush
ZBrush
Maya
Maya
3ds Max
3ds Max
Photoshop
Photoshop
InDesign
InDesign
Substance 3D Painter
Substance 3D Painter
Unreal Engine
Unreal Engine
Unity
Unity
SpeedTree
SpeedTree
Marmoset Toolbag
Marmoset Toolbag
Aseprite
Aseprite
Sourcetree
Sourcetree
Git kraken
Git kraken
perforce
perforce

Productions

    • Video Game
      Spellcaster Chronicles
    • Year
      2025
    • Role
      Level Artist
    • Company
      Quantic Dream
    • Video Game
      Assassin's Creed: Mirage
    • Year
      2023
    • Role
      Level Artist
    • Company
      Ubisoft Bordeaux
    • Video Game
      Beyond Good and Evil 2
    • Year
      2017
    • Role
      Level Art Assistant
    • Company
      Ubisoft Bordeaux
    • Video Game
      Guild of Ascension
    • Year
      2021
    • Role
      3D Artist
    • Company
      WhileOne Productions
    • Video Game
      Shovel Knigt King of Cards
    • Year
      2019
    • Role
      Pixel Artist Intern
    • Company
      Yacht Club Games

Experience

  • Level Artist at Quantic Dream
    Paris, FR
    September 2023 - Present

    ⚙️ Working on Spellcaster Chronicles🧙✨

    • Map Creation

    • Level art, blocking, set dressing

    • 3D modelisation, sculpt, texturing, painting

  • Junior Level Artist at Ubisoft Bordeaux
    Bordeaux
    January 2023 - July 2023

    🐪Worked on Assassin's Creed Mirage🐪

  • Level Art Assistant at Ubisoft Bordeaux
    Bordeaux, France
    July 2022 - December 2022

    🌌 Worked on Beyond Good & Evil 2 🌌

  • 3D Artist Intern at Betadwarf
    Copenhague
    June 2021 - September 2021

    I worked during this internship on:

    ✔️ MINION MASTERS - PC / XBOX ONE

    ⚙️ PROJECT F4E - PC

    Minion Master is an online Tower-Defense / Card-game released in 2019. I had the opportunity to work on the latest extension. I also supported the production of their next project: Project F4E, an online RPG experience.

    • Work remotely in full-english speaking team of 50 people

    • Weekly meeting with the Art team.

    • Daily communication using Slack.

    • Playtesting & reporting bugs on Jira.

    • Skin creation for characters with the Substance Suite .

    • Optimisation on pre-existing assets.

    • Mesh modelling for the VFX team.

    • Rendering assets for promotional artworks.

    • Updating blockout to finished assets.

    • Producing generic assets for the environment.

  • 3D Artist at Wild One Production
    Montreal, Canada
    June 2020 - July 2020

    ✔️ GUILD OF ASCENSION - PC

    Within WhileOne Productions, I worked on Guild of Ascension, an Independant Roguelite-Tactical-RPG on Unreal Engine 4.

    • Full remote work.

    • I had daily discussion & feedback sessions with the lead developer using Discord.

    • I produced equipments for the characters (Weapons & Trinkets), unique assets & textures in a Stylized PBR workflow, alongside generic assets for the environments.

    • I had the opportunity to design weapons for the game.

  • Pixel Art Intern at Yacht Club Games
    Marina del rey, États-Unis
    June 2019 - August 2019

    ✔️ SHOVEL KNIGHT: KING OF CARDS – PC / PS4 / Xbox One / Switch / 3DS

    In a team of 20 developers, I had the opportunity to work on the prestigious licence "Shovel Knight" on the latest release "Shovel Knight: King of Cards"

    • Be fully immerged in an English-speaking environment

    • Working on level backgrounds with the art director, who gave me constant feedbacks.

    • Participating in playtests on a regular basis with the rest of the team & had to report the bugs on Trello.

    • During the end of my internship, I was able to implement my pixel art animations in the final game for different characters, under the supervision of the lead pixel artist.