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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CONTAINMENT

Rainbow Six: Siege Containment event was created alongside the Rainbow Six: Extraction spin-off. In order to promote the launch of Extraction an in-game event was held inside Rainbow Six: Siege featuring exclusive skins, weapons and unique gamemode.


Pitting Proteins-type infested creatures against the REACT strike team, it's a team based 5v5 in which Attackers have to destroy Proteins Nests and Defenders protect them.

My job consisted to produce multiple in-game UI Menu Flows and 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.


CONTAINMENT 2022 EDITION

During its first launch the User Interface of Rainbow Six Siege was on it's last legs of using Flash. Containment is the last event made solely through Flash as we moved to Phoenix, an new in-house made engine, for interface development.


Flash gave us more flexibility in terms of visual designing and theming than Phoenix, which is why there's a very different feel between the 2022 release and 2024 edition.

Tiles were using a simply blurred transition image for roll-overs and were made to match depending of the vertical or horizontal layout. This time the subject was all made on the Nest system, this tile was based on the artworks of our illustrators and concept artists.


It was a very fun experience as teams from both Extraction and Siege were collaborating together. That thematic spreaded, litteraly, to the operator card backgrounds.

The Loading Screen and Tactical Map (top othographic view) were custom made as usual. Rarely we use fixed respawn points systems for Siege from the base game.


As all events have a unique map, we then need to consider wether we create a re-render of the tactical map and all its floor layers.

The Nest system is an integral part of the gamemode, as of such I developped a state based icon system that could reflect the progress of the attackers. It was coded by Joshua Crozman at the time and, its UX, supervised by Sébastien François.


This sytem was ported, re-coded and re-animated in its 2024 release.

CONTAINMENT 2024 EDITION

The re-release of Containment in 2024 meant a re-adaptation to the new Phoenix system of all interface assets tied to it: Rules page, Modal prompt, Tiles. The color scheme was kept intact with the navy blue and tonic vivid yellow.

Also, with the re-release came new creation of unique operator badges by Justyn Muniz and myself, and an adaptation of the Tactical Map focused area.

Also, unique team based icons were made to categorize each team and tie them to their specific collections.

Lastly, when I made the keyart for Containment I wanted to feature the creep (goo) pylon on the roof of the Consulate building. By constrating the black on yellow to pay tribute to the Extraction marketing visuals.


I added police choppers that we had in our SIege database of assets. It added so much more tension and visual flair to the environmental crisis at hand.


We opted to add HUD type elements, noise and lens effects of the composition and forced chromatic abberation on the overall image to force a photorealistic finish.

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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