Hi, Gregory, could you please introduce yourself and tell us what your dream was when you were younger?
Well I currently work at Ubisoft Montreal as Lead Lighting Artist. I studied at the School of Visual Communication in France for four years, where I improved my drawing skills and learned about 3D (modeling, texture and animation etc). I've wanted to work in the film industry since I was young - since I watched the first Toy Story, if I remember - and I dreamed about working for a company like Pixar or Weta Digital as an artist. I didn't really know what I wanted to specialize in at this stage.
How did you get started in your career?
I started at Antefilms Studio (the TV studio) in 2004.We were making cartoon series in 3D for The Cartoon Network. It was an interesting experience because I did a lot of things during those three years: modeling, texturing, lighting, FX, compositing etc. I learned a lot of different software packages too. And then in 2007 I started to work at Ubisoft.
Can you tell us a bit about your education and what you think made your work stand out from the work of others?
My education was very general. I learned to use a lot of different software packages, but I wasn't a power user of any of them. I just knew how they worked and the basics, so I ended up with a very diverse portfolio of 2D and 3D pieces. I think one of the things that make me stand out was that I was really open to learning any software on any production. I just wanted to work in the industry and I wasn't looking for a specific position. My first day of work I opened up XSI, which I'd never used before!
What's a typical day for you at Ubisoft?
I start with a cup of tea (yes, I don't drink coffee!) and then read my emails. I check the updates with my team, reviewing their work and giving out new tasks if necessary. After that I talk to the art directors to find out if they need anything or to review our work. Same thing with the technical directors; our work impacts all the production departments, so we have to be very careful of what we are doing. Then, I pick a task and start working on the lighting of the game.
During the day I also have to follow the development, test the new tools we are developing and keep the programmers updated. I have some