Hi there! I'm a senior level artist with a passion for video games and a love for building worlds and exploring and documenting the world around us. I’m originally from Belgium and currently living in the UK.
I'm currently working on the environment art team for Sea of Thieves at Rare, after spending some time with the Everwild team to help explore its initial art direction. In my role at Rare I have previously worked on shipping the base version of Sea of Thieves, helping to create the first set of islands across three different biomes.
In the past, I've worked on Assassin's Creed Chronicles and Shadow of the Beast at Climax Studios in the UK and on Age of Wonders III at Triumph Studios in the Netherlands.
My background has been a bit of a journey from graphic design to programming, finally shifting back across the spectrum when I found my calling in game art.
This gives me the advantage of being able to look at technical and artistic challenges from multiple perspectives and effectively communicate with colleagues across disciplines.
In 2018, I made the move from contracting to being a permanent member of the Xbox Game Studios team at Rare as a Senior member of the level art team.
Working on the world art team for Everwild, I get to help develop the world art and its design, working closely with the concept, design and engineering teams.
My responsibilities are split between shaping the world itself and creating assets to place in it. I've also helped on some initial work on our reveal trailer.
Since August 2015 I have been working at Xbox Game Studios (Rare) on Sea of Thieves, the pirate themed shared world adventure game.
My main responsibility is to assemble levels using a library of assets and building on the designers' vision. I also work with outsource providing documentation and feedback to ensure art consistency and quality across the level work. I've also provided my team with a couple of handy Unreal Blueprint tools to speed up routine level art tasks. Additionally, I have helped out on promotional materials such as the key art for the game and several videos.
At Climax, I have worked on Assassin's Creed Chronicles: China on the environment art team. I worked closely together with designers and VFX artists on several levels of the game to ensure a quality gameplay experience as well as appealing visuals for all three episodes of the game.
Following that, I worked on the PS4 remake of Shadow of the Beast, doing mostly level construction, asset creation and lighting as well as some gameplay scripting in Unreal Blueprint.
During my internship at Triumph Studios, I was responsible for two of the in game races' cities, five vehicle units, about a dozen world map structures, two sets of particle effects, lots of vegetation and decorative props.
An internship working on various educational and commercial projects, consisting mainly of ActionScript 3.0 programming using Flash, as well as image edition in Photoshop.