Tom Clancy's Rainbow Six : Siege
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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 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.
Alexander Karpazis
David Trinquart
Guido Kuipp
Joanna Tsui
Teddy Blanc
Adrian Togeskov
Maxime Lagacé
Olivier Couture
Thomas Begne
Alexander Kurt
Joshua Crozman
Maxime Cloutier
Nael Jazar
Philippe Genois
Valmin Miranda
Vincent Varlet
Zhuhuii Yap
Émilie Besson
Simon Tessier
Justyn Muniz
Fabien Jean-Claude
Marco Briand
Mathieu Gasse
Maxime Laramée-Roby
Pascale Blanchette
Philippe Fontaine
Stéphane Tartelin
Aurélie Bosc
Bianca Delle Donne
Toni Da Luz
Sébastien François
Adam Tiller
Catherine Valois
Filipe Da Costa
Joël Masicotte
Laurent Martin
Mathieu Daoust
Alexandre Moge
Étienne Blythe
Frederic Ressaire
Jeremy Dowset
Mahdi Thiab
Yann Sylvestre
Amélie Bouchard
Cato Albu
David Barette
Franziska Marquardt
Jonathan Simard
Pierre-Luc Messier
Stéphane Bonetti
Yannick Tremblay
Capucine Baumgartner
Monica Penny
Victoria Linel
Vincent Girard
Dobri Vassilev
Dominique Grandmont
Cédric Segales
Marie Durand
Michel Marois
Romain Thibault
Cody Hutchinson
Dallas Keller
Ella Siemeni
Nicole Allen-Dexter
Peter Lajoie
Simon Ducharme
Mark Corrado
Mathieu Martinson
Samm Tremblay
Austin Rossi
Frédéric Haineault
Joey Audet Pepin
Juliette Lacharme
Luke Anthony Gavita
Valentin Guillemot
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