Maxime Laramée-Roby

Greetings! I’m Maxime Laramée-Roby, a Senior UI Artist, now Concept Artist at Ubisoft Montreal on Events for Rainbow Six: Siege.


I’ve earned my bachelor degree in 3D Modeling for Games, Cinema and VFX and specialize in creating high-end User Interface Designs, Graphical Assets, Marketing Key Arts, Concepts Arts and 3D models.


I am a Generalist Artist, tackling a wide variety of 2D and 3D mediums, processes and techiques.

UBISOFT

MY CURRENT POSITION

June 2023 – Present

— PROJECT NAME

Rainbow Six: Siege

[PC & Consoles]

— ROLE

  • Concept Artist Events-Cell
  • Illustrator Events-Cell

— TOOLS

  • 3DSMax 2016-2019
  • Anvil Engine
  • Adobe After Effects
  • Adobe Illustrator
  • Adobe Photoshop
  • Substance Suite
  • Marmoset Toolbag
  • Vray

Contact

email@domain.com

000-000-000


— Instagram

— Twitter

— Facebook

- Participate in establishing graphics, concepts, moodboard and sketches to the game vision;


- Share and define artistic styles based on the graphical mandates establish by the game’s Art Direction;


- Insure to communicate and follow the the games artistic vision;


- Create unique and original concepts ideas and share through channels those visions to the different teams on the project;


- Support the Creative Director and Artistic Directors by developing Game Artistic Personality briefs and style guides;


- Create and elaborate, as well as supervise, the visual signature of user interface assets (menus, HUD, tiles), environment and level art props, visual effects and animations, marketing art and key visuals illustrations throughout the game worlds;


- Ensure the 2D high quality standard and visual signature is followed in every single steps of development.


- Follow ups on 2D/3D pipelines and workflows, trainings and knowledge share amongst peers and collegues.

UBISOFT

PREVIOUS POSITION

From May 2019 – June 2023

— PROJECT NAME

Rainbow Six: Siege

[PC & Consoles]

— ROLE

  • UI Artist Events-Cell
  • UI Artist Customization-Cell
  • UI Artist Core UI Team

— TOOLS

  • 3DSMax 2016-2019
  • Anvil Engine
  • Adobe After Effects
  • Adobe Illustrator
  • Adobe Photoshop
  • Substance Suite
  • Vray

Contact

email@domain.com

000-000-000


— Instagram

— Twitter

— Facebook

- Follow design documentation to translate high-level gameplay ideas into functional UI designs.


- Create interface assets (menus, animation, HUD, icons, buttons, world maps, etc.) and create intuitive wireframes and mockups.


- Find balance between artistic aspects and technical constraints.


- Integrate assets using in-house engines alongside programmers.


- Develop and refine my work based on feedback from collaborative teams (debug and optimize).


- Document and share UI designs workflows and best practices with my fellow co-workers.


- Collaborate with the localization team to adapt menus into different languages.

FREELANCING

From May 2018 – May 2019

— PROJECT NAME

Various Games on Mobiles and PC

— ROLE

UI Designer

Graphical Designer

Concept Artist


— TOOLS

Figma

Unity

After Effects

Adobe Illustrator

Adobe Photoshop

Contact

email@domain.com

000-000-000


— Instagram

— Twitter

— Facebook

Starting May 2018, I’ve worked for 3 different game companies needs for UI & UX Graphic Assets and Designs on multiple platforms.


I also accepted different kind of offers and commissions: product branding, character concepts, environment concepts, interface blocking & layouts, iconography, etc.


I offered my services as a commissioner on short and long-term contracts for the selected clients mentioned down below on the following projects:


- Nvizzio Creation – Eden Rising Supremacy (PC)

- Gameloft – Dungeon Hunter 5 (Mobile)

- Illogika – Unannounced Project (Mobile)

- Skyn Contact Wine Co. – Logo and Branding (Product)

SELECTED CLIENTS

GAMELOFT

From September 2016 – May 2018

— PROJECT NAME

  • Dungeon Hunter 5 (Updates)
  • Modern Combat: Versus (Support)
  • Foodies Table (Prototype)
  • Canceled Project

— ROLE

Lead UI Artist

Marketing Artist


— TOOLS

3DSMax 2014

Adobe After Effects

Adobe Flash

Adobe Illustrator

Adobe Photoshop

Figma

Phantom Engine

Unity Engine

Vray

Contact

email@domain.com

000-000-000


— Instagram

— Twitter

— Facebook

Since the last quarter of 2016 to the last quarter of 2017, I was in charge of the art direction for UI & UX designs on Dungeon Hunter 5. I’ve lead a team of UI Artists, Flash Programmers and Freelance Illustrators in order to improve a 3 years old hack’n’slash mobile game in today’s competitive app market.


I had to…

- Establish a new “quality-standard” for all in-game menus.

- Rework UX flows usability by designing or redesigning intuitive, attractive and innovative UI systems.


- Supervise the integration of UX systems, their behaviours and animation transitions.


- Create & conceptualize art assets for menus, icons and in-game HUDs.


- Create Digital Paintings for title screens alongside Marketing teams.


- Elaborate diverse visuals for Business team’s Marketing Campaigns.


- Inspire fellow Freelance Illustrators and UI Artists in creating 2D assets and concept arts.


- Manage tasks workload for each artists and programmers alongside Producers.


- Prioritize work according to schedules and keep track of my team’s assigned tasks.


From the first quarter of 2018, I’ve helped different unnanounced projects with their UI Art and designs until I decided to take my leave on April 30th 2018.

GAMELOFT

From June 2014 – September 2016

— PROJECT NAME

  • Dungeon Hunter 5 (Post-Launch and Updates)
  • Rival Knights (Updates)

— ROLE

UI Artist


— TOOLS

3DSMax 2014

Adobe After Effects

Adobe Flash

Adobe Illustrator

Adobe Photoshop

Vray

Contact

email@domain.com

000-000-000


— Instagram

— Twitter

— Facebook

  • At Gameloft Montréal’s I was firstly assigned on Rival Knights and was quickly move onto the Dungeon Hunter 5 app. Under the supervision of Mathieu Pascal (Lead UI) and Rémi Despret (Artistic Director), I helped create and respect game artistic direction and workflows.

  • My job implied that I had to:
  • - Was in charge of marketing assets/welcome screens for in-game promotions and events.

  • - Work closely with the art and monetisation teams in the production of in-game promotional assets (for daily and weekly events).

  • - Create and conceptualize art assets for menus, icons and in-game HUDs, in addition to ensuring upcoming titles' usability by designing intuitive, attractive and innovative UI systems.

  • - Create additional concept arts and illustrations polishing (portraits/buttons & menus) in parallel with the games artistic direction.

  • - Prioritize work according to schedules and keep track of assigned tasks.