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Valentin Besson
Valentin Besson
Realtime Technical Artist & Procedural Artist
Berlin, Germany

Skills

ShaderMaxscript3DC#C++NVidia CGSubstanceRiggingSkinning3D AnimationParticle Effects3D ModelingModularFacial Rigging & AnimationOpenCLVexHlslHoudini

Software proficiency

3ds Max
3ds Max
Photoshop
Photoshop
Substance 3D Designer
Substance 3D Designer
Substance 3D Painter
Substance 3D Painter
Unity
Unity
Unreal Engine
Unreal Engine
ZBrush
ZBrush
After Effects
After Effects
PopcornFx
PopcornFx
Houdini
Houdini
TopoGun
TopoGun
xNormal
xNormal

Productions

    • Video Game
      Rider's republic
    • Year
      2021
    • Role
      Houdini Artist
    • Company
      Ubisoft
    • Video Game
      Asobo Studio - Holoforge dev
    • Year
      2018
    • Role
      Shader & Technical Artist
    • Company
      Asobo Studio
    • Video Game
      Steep - Road to the Olympics DLC
    • Year
      2017
    • Role
      Technical Artist Trainee - Pipeline Environment & Tools
    • Company
      Ubisoft

Experience

  • Houdini Technical Artist at Klang games
    Berlin, DE
    January 2022 - Present

  • Houdini Artist at Ubisoft
    Annecy
    July 2019 - January 2022

  • Technical Artist Intern at Asobo Studio - Holoforge
    Bordeaux
    June 2018 - September 2018

  • Technical Artist Trainee at Ubisoft
    Annecy, France
    June 2017 - October 2017

    during this mid-school internship, my tasks were:

    - communicating with my colleagues to detect pipeline weaknesses,

    - upgrading or speeding up the pipeline via tools in the Editor, designed and developped in collaboration with the colleagues who used it in production while I added features to it,

    - writing technical documentation about my tools and some parts of the engine and programming languages for the newcomers,

    - using debugging tools to setup and run performance tests , analysing this data and reporting it to the technical team,

    - ensuring that memory and polycount budgets were respected. Optimising assets from the artists using middleware softwares when needed,

    - adding features to shaders via the nodal editor of the engine to suit the artistic direction. Creating new nodes for the nodal shader editor of the engine.