Michael W Yeomans

Fine Artist / Oil Painting / / Artiste / Peinture â l'huile

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Digital Art

During my 25 year career in video game creation spanning 5 AAA studios, I’ve occupied the role of Artist, Lead Artist, Team Lead and Art Director and have worked in almost every visual department: modeling, environments, texturing, lighting, rendering, characters, props, VFX. Here is some of my best digital work.

Lighting Team Lead, EA Motive (Deadspace Remake)

In January 2023, as Lighting Lead at EA Motive (Montreal), I helped our team ship the Deadspace Remake for PS5, XBox and PC. I’m very proud to have worked on this game, it was a dream project for the lighting in particular and the reviews are simply fantastic.

Art Direction, Lighting // UE3 realtime sequence 01

Urban

Urban

I art directed and managed a small team of artists (concept, modeling, texturing, vfx) to visually push the envelope of what Unreal 3 could do in real time. It also served to ramp up the UE3 knowledge base of the art team. I was also responsible for lighting the sequence.

Stills:

Art Direction, Lighting // UE3 realtime sequence 02

This was a second sequence that my team and I created, to see how we could easily and convincingly transform a forest environment across seasons. Again I was responsible for managing the team, art direction, and I personally did the lighting.

Forest

Forest

stills:

3D Modeling // Texturing // 2019

Recently I was commissioned to paint a dragon in oil so I designed and created one in Maya, Zbrush and Substance Painter and rendered in Arnold to get a realistic appearance. more info here: https://michaelyeomansfineart.com/my-process/

Art Direction and Lighting // VR (Oculus, Vive) UE4

Cinematic Lighting // Injustice 2 // WB Games

Lighting // Batman Arkham Origins // WB Games

Character Team Lead Modeler // Pandemic Studios

Magazine Promotional Covers, Pandemic Studios, Australia (I received concept at left, and had to realize a full color concept based on asset assembly, vfx, painting, modeling etc).

Lighting // Myst 4 // Ubisoft Montreal

Using Vray, I had to create indoor and exterior day and night lighting schemes for various environments. I also oversaw the whole lighting/rendering department.

Lighting, Modeling, Texturing // Myst 4 // Ubisoft Montreal

Based off of concept art, I modeled and textured, assembled and lit every aspect of these 2 environments. One was a giant dead plant with an abandoned laboratory inside and the other was a home.

Lighting // Various // Ubisoft Mtl

Some work from the early days of my CG career at Ubisoft, working on the pre-rendered cinematics, E3 Trailers, and an early 3D television series based on Ubisoft characters.

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