Lightspeed (2022)

Illustration and concept art for a faction of a sci-fi board game codenamed "Light Speed" by Borderline Editions. I had to stop the project because I was hired fulltime. This faction was inspired by insects and was a hivemind with some kind of queen. Graphic design overlay provided by Borderline Editions.

The Trampling (2020)

Promotional illustrations for each of the first three books in "The Trampling" book series written by William Galaini. Responsible for both the character designs and illustrations based on the descriptions written by the author.

Aetherpunk (2020)

Illustration for the Game Master Screen, for the tabletop RPG "Aetherpunk". Also the first illustration of the project so I had to design everything from scratch.

The Line (2019)

Promotional illustration for the audiobook version of "The Line" written by William Galaini. The illustration is representing a mysterious graceful entity coming back in time to fix humanity biggest mistakes.

Short Novels

Some illustrations I did for e-book short novels which got used as both cover and interior illustrations.

Tabletop RPG - Commissions

A small sample of the professional work I did for both players, game masters and studios over the past years.

KNIGHT (2019)

Back in 2019, I was contacted by Antre-Monde Editions to design and illustrate 50 NPCs portraits for their upcoming campaign in their "Knight" tabletop RPG universe. I also painted some of the staff in armor for the Kickstarter campaign.

WORKS IN PROGRESS (2024-2025)

Three personal character designs : Adélia and Tyv are characters currently present in my portfolio getting a fresh redesign and the third one is a new Sith design I did earlier this year. Tyv design and style are influenced by "Valorant", "Mass Effect". Adélia is inspired by "Arcane" amazing concept art and art direction.

DEICIDE (2022-2024)

"Deicide" is the first video game by Indie studio Morning Crescent. It's a boss rush game set in Ancient Egypt with a stylized aesthetic and over the top action. I was the first artist to join the project back in 2022, as the art director and lead concept artist and I have been working on it ever since.
This small preview is what has been released on socials so far, the main character, Idris and two gods, Sobek and Neith. As well as some concept for the first boss arena that takes place in a boat on the Nile and a keyframe art style exploration. More in my password protected section of the portfolio.

VAKNA (2022)

Another of my characters from the tabletop RPG "Symbaroum". A desert priestess of the Sun god "Kir" and an assassin with deadly throwing knives skills as well as a strange power that makes her vanish from sight whenever she wants. That explains why she doesn't bother with stealthy clothes, she prefers shiny and precious things anyways.

TYV (2022)

Personal character design based on one of my characters "Tyv" from the tabletop RPG "Polaris". A genetic human/fish hybrid trained to be a commando and working for the secret society of the Trident. Gifted with fun supernatural abilities such as shockwaves, pressure variations and gravity inversion, pretty handy against foes underwater.

SKAÄL (2022)

Personal character design based on one of my characters "Skaäl" from the tabletop RPG "Symbaroum". A changeling dark sorceress, swordmistress and artefacts seeker. She happens to be cursed as well but she isn't a baddie, just a pragmatic entrepreneur who doesn't ask for permission. The early costumes were inspired by "The Witcher" games.

ADELIA (2021)

The previous versions of Adélia I did through 2019-2021. She is one of my characters from the tabletop RPG "Symbaroum". A changeling gentlewoman thief and swordmistress who grew up in a circus troop. She has a rather femme fatale feeling but she is a kind soul that only dislikes magic, she values skills, personality and craft more.

DARK FANTASY SITH LORDS (2021)

Personal work based on the Sith from "Star Wars". I wanted to represent a more fantasy and less mitilarised version of the siths. Some look more noble, tribal or witch inspired. I also wanted to represent more bodytypes with more skinny, muscular or curvy morphologies. There's also some rough keyframe sketches below. I imagine some of them to be leading a cult and be worshiped like queens.

ALIEN BURGLARS (2021)

A personal project about a team of alien burglars inspired by underwater fauna and flora. It would take place in some kind of casino in a space opera universe. I wanted to play with a more colorful and funky art direction after having played "Deathloop" and "Disco Elysium". A standard heist crew with an historian, a dog and a mind reader.

NECROBIOTIC (2022)

A series of props I designed and illustrated for the tabletop RPG "Necrobiotic" by Mitchell Wallace. I had a lot of fun picturing these quirky creative equipment items made for the most part out of junk and reanimated bodyparts. What I liked about the project is that it didn't venture into the gore aspect of the idea but more into the fun, unique and colorful aspect of it.

SQUALE (2021)

Another personal project I had in mind was to design an idealised version of the sci-fi submarine my crew of characters use in the tabletop RPG "Polaris", the "SQUALE". It is used as a transport/defense vehicle for the squad and also as a transport for contraband alambic jellyfish alcohol. It is far to be finished but it shows a bit of vehicle design.

DIABLO : IMMORTAL (2020)

Back in 2020/2021, I had the opportunity to work on the upcoming videogame "Diablo : Immortal". I did some weapons, artifacts, weapons upgrades and ennemy designs but all of it is under NDA, you'll have to be patient like me to see it.

The Wildsea (2017)

Back in 2017, when I was starting out as a professional, I was hired to concept design an entire universe with it's creator, Felix. Together, we imagined the races, the cultures, the creatures, the ennemies, the scenes of life etc...
In 2021, after other artists illustrated it, one of the projects became a successful kickstarter "The Wildsea". I wasn't involved in the final product but I had a blast preparing the ground for the other artists.

SKETCHES / STUDIES

Personal sketches and experimentations. Some are from imagination and some are part of my regular studies from photo references.

The form below goes directly to my email adress - I'll reply as soon as possible.

DEICIDE - (Morning Crescent © - All rights reserved - Shared with permission)

"Deicide" is the first video game by Indie studio Morning Crescent. It's a boss rush game set in Ancient Egypt with a stylized aesthetic and over the top action. I was the first artist to join the project back in 2022, as the art director and lead concept artist and I have been working on it ever since.

The first weeks on the project were art style and design experimentations as well as ideas exploration as there was no script yet. I was making things up and gathering references to build up a quick style guide with my inspirations and the studio personal preferences for the art direction.

These explorations were nice but the directors, not having worked with an artist or on a game before, had trouble separating the character design and the art style explorations so I decided to make a template character design with the same costume and lighting scenario to make it easier to compare the different style attempts. It did work better in the end and we settled for a style. I did some variants and a quick scenery to try out our favorite styles on a background/prop.

The main character, Idris was the first character to be designed and went through a lot of iterations as you can see above and below. He also defined the final art direction and rendering style for the upcoming characters. Idriss is a former Nubian slave who joined the Pharaoh's army rank and in a series of terrible events, has to defeat Gods and Goddesses to save their child from death.

Once the first version of MC was done (the one with the grapling hook) I moved on to Sobek the first God you'll fight in the game. He is vicious, strong and cunning.

While desiging Sobek, I also designed the arena in which you are facing him, on a ghost boat on the Nile.

I then moved to Horus, who is the main character's ally and an important God in the story of the game. He is clever, proud and pristine clean.

Next in line was Neith. It's a different fight from the first one as Neith is actually "friendly" and sees the fight as a challenge and trial for our hero and she is tired of ruling, she ever loose and die or she wins and that would mean Idris wasn't going to defeat the other gods. She actually uses four sets of weapons that are still in the design phase. She went through the most revisions and eventually we went for the anthro route to keep consistency between all the gods. I loved my centaur idea but it was considered too technically difficult.

I also did a bit of research for her arena but not much, as our focus is on the character design for the moment.

The most recent one is Anubis. I went for an undead spirit werewolf according to our needs for the story and gameplay. I still need to design his scythe.

And I just started Sekhmet goddess of massacre, war, she is sadistic and blood thirsty in the story.

The other god that was being worked on at the same time as Anubis is Toth, God of knowledge, writing and science.

I also worked on other Gods and Goddesses during different stages of the project before Neith, Anubis and Toth. They will get redesigned at some point. Here is a sample of them.

My responsabilities were not only limited to concept art, I was also involved in storyboard, animatics, recruitement for the art team and paint overs on top of the 3D models by our artist, Liana Cannon. The last images were done for an animatic test in After Effects earlier during the project as we would like to do polished 2D animatics for the story cinematics that happen between the fights.

Thank you very much for your time.