About me
Everybody wants to be someone for the world.
Everyone should want to be the world for somebody.
I’m born in 1973 in South of France, in the deserted, wild and unknown, except by hippies, region of Lozère. My father was a gipsy painter, my mom, a passionate psychologist working with children. Raised in the middle of nowhere with goodwill and poetry all around, I was a little girl playing outside all the day, creating small dream worlds with stones, branches, flowers and more.
May be because my dad painter's life was difficult I‘ve first tried to have « a real work » ...I’ve studied programming and electricity engineering and worked few months in this area after University. I’ve never stopped imagining worlds, drawing, writing pieces of stories. We were in1998, I was 25 years old and it was a quite nice year for video game industry, Resident Evil 2, Tomb Raider 3, Gran turismo, etc.. I was technician, working for Matra telecom affiliate company in Bordeaux (France), when, thanks to a good friend, I met people from Kalisto, the local video game studio and one of the most important in France at this time.
I was really impressed by their concept art, the universe, the creatures they drawn for Dark Earth and Nightmares creatures games. At this time most of the video game professionals were self educated, they were used to simply share, to transfer their knowledge. I’ve brough my own computer inside Kalisto’ s studio and the team gently set up 3dsmax for me ! After that, Frederic Menne, Kalisto's Art Director training me during the weekend of after work, helping me doing modelling and art tests to enter the company. Unfortunately it was also the last years for Kalisto’s existence but thanks to them I get my first job in video game production at Darkworks, Paris 2000. I’ve never forget how I started and how those people have helped me. This is the game creator's spirit I trust in and the one I want to spread.
In Paris, I’ve cut my teeth lighting scenes for Alone in the Dark 4 at Darkworks. Few months later I was part of the Decor team, modelling, texturing for several unfinished productions. I’ ve joined Nevrax in 2002 to be part of The Saga of Ryzom as a polyvalent 3d artist until 2004. In 2005 after several months trying to freelancing I had the opportunity to work for Ubisoft Montreal. In Ubisoft Montreal, I became a Shader and Texture artist expert involving in numerous big games productions like Rainbow Six, Splinter Cell, Far cry , etc... but also smaller and old school ones like recently Child of Light.
Beside my work at Ubisoft I ‘m used to work on personnal illustrations or artistic projects and take care of my 2 young daugthers.