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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DOKTOR'S CURSE EVENT

Rainbow Six: Siege Halloween event, with more than six years running yearly, is a gamemode of Hide & Seek where Hunters track Monsters that are trying to hide in a 2 minutes round based match.


The first Doktor's Curse event I helped realize was in 2020, it's second year running during Year 5 Season 3 since Siege's launch date.

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.


Finally, and since 2024, I've been the principal illustrator and concept artist for the cell. In 2025, I had to step down from making it's illustration as my dad was affected with a phase 3 terminal cancer.


DOKTOR'S CURSE – 2021 EDITION

At the time, SIege menus were still made through Flash. So assets were cut and re-integrated and animated into it's "Fire" plugin, which derived on Flash for exportations and actionscripts.


Visually, we were heavily readapting the key art and concept arts made by the world and marketing team to retro-fit all buttons, images and splash art. We opted starting that year, for the Green Turquoise and Orange constrasting palette that would define Doktor's Curse moving forward.


Since Siege uses an all format for all screen ratios (16:9, 21:9, 16:10, 21:10), Key Arts had to be placed pixel perfectly and aligned to let the menus tiles and buttons enough space to not cover the artwork. During the 2020 edition of Doktor's Curse I was not the artist making the events key arts yet.

Tiles were using a simply blurred transition image for roll-overs and were made to match depending of the vertical or horizontal layout.

In the 2020 iteration foregrounds and backgrounds were not sold as items, and along my Art Director, Alexander Karpazis, we decided to transition to mid-body framing to showcase a background artwork.

DOKTOR'S CURSE – 2022 EDITION

In 2022, partnering with Florence Trudeau and Neeraj Patel characters renders, I made my first Doktor's Curse's marketing keyart.


I modified the past year shot of the Castle and remade a lighting pass, added a new vignette and fog, as well as leaned on the color palette to be much more focused on the greens. The slight orange color overlays on characters make them constrast with the very heavy rim lighting brought by the overhead lightning strikes.

In 2021 Rainbow Six Siege UI/UX menus saw a drastic change with it's new "style guide" implementation. The artistic direction sought to make a new visual theme throughout the game and my job was to re-adapt events to its new style. This was a big concerted effort from the whole UI team worldwide, I cannot stress this enough.


Flash was abandoned for a new homebrewed UI system called Phoenix, to create and make our menus and animations.


My mandates were much more diverse, from mockups and style adaptions, but also key arts, backgrounds, Team Icons, HUD reworks and Loading Screens. The previous color thematics were now completly assumed in the art direction which alleviated our adaption processes tremendously.

Seeking new challenges and artistic assets to create, I started to do unique operator portraits in illustrator as well as pushing more concept art assets as card backgrounds.


Sadly, some operators were never intended to be playable so the amount of little portraits created that year was not fully completed according to the skins requested by the business team.

DOKTOR'S CURSE – 2023 EDITION

The key art I realized this time around was more focused on only 3 skins. As of such I had more room to explore the surroudings of the Castle in my composition. I always love to bring out more of an unseen environment, creating outskirts and vistas. In this iteration, I wanted to make colsed-by cemetery on a hill. A clearing and a single lightning strike being our only source of light.

In the 2023 edition, menu tweaks were minor ajustments and qualitative additions. A new tile in the new "Play" menu was added, and colored corners in the Rules Page.


We made 2 new operator portraits: Dokkaebi and Nokk. Iana, present on the keyart, was a wrong order from business, as her gadget and gameplay couldn't be implemented in the gamemode due to heavy restrictions and not being overly helpful overall in the hide & seek formula.

DOKTOR'S CURSE – 2024 EDITION

The 2024 edition featured again 3 skins, but introduced Fenrir as the new monster and 2 new Hunters: Deimos and Zofia. I wanted a different outdoor section of the environement so a cloister or another side entrance made sense to me. As it could feature the tower in the distance. I made much for lineart on this piece in the background to add to the old VHS cover we have always been going for with this event.

The menus being done we were simply requested to make a more drastic difference between operator portraits of the monsters and hunters. After deliberating between green and violet, the latter got chosen by the direction.


We produced new cards and assets accordingly.

DOKTOR'S CURSE – 2025 EDITION

This is the lastest edition in which I didn't take part in the key art. My dad became terribly ill with a lung cancer, and I couldn't partake in the making of this edition much.


A new map was introduced: Doktor's Lab, for which I made the Loading Screen keyart and also made the Lobby Menu keyart as well.

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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