During my 25 year career in video game creation spanning 4 AAA studios, I’ve occupied such roles as 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
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.
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.