Project Name

Tom Clancy's Rainbow Six : Siege

Role

  • Events-Cell Illustrator
  • Senior UI Artist

Date

  • From May 2019
  • To Present Day

Contact

email@domain.com

000-000-000


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APOCALYPSE EVENT

Rainbow Six: Siege Apocalypse event was a different take on the Canister game mode. It took place in a post-apocalyptic reworked Outback map.


Attackers aimed to secure a central canister, while defenders could hold it, causing it to "auto-deactivate" if dropped. There were also alarm rooms to spot roaming attackers and defend specific entry points.

As usual my job on the Events-Cell consists of producing multiple in-game UI Menu Flows, Mockups and Custom Assets ranging from in-game Modal prompts, Rules Pages, button tiles visuals, icons and promotional marketing Key Arts.


At Ubisoft, UI Artists are also considered integrators, as of such I followed and wrote new documentations for processes, workflows and best industry practices over the years for juniors and newcomers alike.


Finally, and since 2024, I've been the principal illustrator and concept artist for the cell. Making concepts for the maps, rendering and making specific paintings for 3D models and Environments.


APOCALYPSE 2021 EDITION

Apocalypse is a very fun event to work around with. The post-apocalyptic universe is so rich visually and explores a lot of gritty textures. The frontend theme I built was a mix of sand and metal. The warmer tone of the sand making the canister bright green a very sharp contrast.

I lacked many of the 3D assets during production so I had to rely on concept art and the distant power plant that had been had already been done. As the map was still in the works, we decided to cover the wasteland in sand and a blue-ish fog; which would be very on point; the post-processing fog effect would actually be included later in the gaming environment.

Cards were done for Apocalypse were litteraly the exact artwork I made for the Tiles, but without the Canister asset.

Apocalypse took a while to finish on the UI side for the simple reason that we were waiting on the final 3D meshes to be done. UI having a dependancy on the World-team for the Tactical Map rendering made it so it was a last minute work.


In general a full Tactical Map is about 2-3 weeks of work to repaint and adjust walls and entry points as well.

Like MUTE Protocol key art and the UI layout, I took on myself to make re-adapt the keyart to feature the art in the right-side section.


I had first to change the layout (first image) and then make a secondary export layout with the characters + Fog and readapt the Green line together (second image), so that the tiles section doesn't hide the main subjects.

RAINBOW SIX: SIEGE

CREDITS 2019-2026

Disclaimer that the credits below are relevant people for the above mockups, menus and assets creation at the Montreal Studio. The game has more than 900+ developers as of 2026. It is impossible for me to list everyone. I tried to list everyone from memory and I'm very sorry if your name should and does not appear in this list.

Art Direction

Alexander Karpazis

David Trinquart

Guido Kuipp

Joanna Tsui

Teddy Blanc

Producer

  • Amélie Bernard
    Anthony Bombardier-Touret
  • David Riley
  • Sébastien Lévesque
  • Thierry Huguenin

Game Design

  • Arnaud Vannier
  • Nicolas Lapointe
  • Joshua Mills

Tech Directors

Adrian Togeskov

Maxime Lagacé

Olivier Couture

Thomas Begne

Programmers

Alexander Kurt

Joshua Crozman

Maxime Cloutier

Nael Jazar

Philippe Genois

Valmin Miranda

Vincent Varlet

Zhuhuii Yap

Illustrators

  • Florence Trudeau
  • John Bigorgne
  • Jessica Pelletier
  • Maxime Laramée-Roby
  • Neeraj Patel
  • Stéfanie Morin
  • Vanessa Vogler

Data Integrators

  • Hamid Zafar
  • Maxime Lagacé
  • Simon F Hubert
  • Zachary Hews

Realisation

Émilie Besson

Simon Tessier


UI Artists

Justyn Muniz

Fabien Jean-Claude

Marco Briand

Mathieu Gasse

Maxime Laramée-Roby

Pascale Blanchette

Philippe Fontaine

Stéphane Tartelin

UX Designers

Aurélie Bosc

Bianca Delle Donne

Toni Da Luz

Sébastien François

Audio Team

Adam Tiller

Catherine Valois

Filipe Da Costa

Joël Masicotte

Laurent Martin

Mathieu Daoust

World Team

Alexandre Moge

Étienne Blythe

Frederic Ressaire

Jeremy Dowset

Mahdi Thiab

Yann Sylvestre

Animation Team

Amélie Bouchard

Cato Albu

David Barette

Franziska Marquardt

Jonathan Simard

Pierre-Luc Messier

Stéphane Bonetti

Yannick Tremblay

Marketing Team

Capucine Baumgartner

Monica Penny

Victoria Linel

Vincent Girard

Lighting Team

Dobri Vassilev

Dominique Grandmont


VFX Team

Cédric Segales

Marie Durand

Michel Marois

Romain Thibault

Narrative Team

Cody Hutchinson

Dallas Keller

Ella Siemeni

Nicole Allen-Dexter

Peter Lajoie

Simon Ducharme

QC Devs

Mark Corrado

Mathieu Martinson

Samm Tremblay

Business Team

Austin Rossi

Frédéric Haineault

Joey Audet Pepin

Juliette Lacharme

Luke Anthony Gavita

Valentin Guillemot

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