Tom Clancy's
Rainbow Six : Siege
email@domain.com
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Rainbow Six: Siege Freeze-For-All event was to be a new way of making winter events. The theme was not focused on Christmas, but instead constructed around a lost civilisation fighting in the harshness of an imaginary arctic icefield.
The queen of this lost civilisation vowing to name the last champion standing with her immortal blessing, and amongst them, the champions of last ages fighting for renewed glory.
It was an eliminative free-for-all deathmatch. The concept would be changed after its second activation to a kill confirm form, where every kill earn you points and skull pick-ups. Custom-made golden weapons were added as an additional carnage pick-ups.
As usual my job on the Events-Cell consists of producing multiple in-game UI Menu Flows, 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. Making concepts for the maps, rendering and making specific paintings for 3D models and Environments.
The whole events was focused on ice, snow, fog and that large snowstorm cyclone with a giant ice hand sitting on the top of the workshop building. That with a bloody deathmatch and we have the goulache (or soup!) that made the visual theme of the graphical direction.
We were still dodging the Christmas theme, but since some skins were from Snow Brawl event, we had to assume the clash of both thematics.
The User Interface of the Freeze-For-All event is quite peculiar among events on Siege as it does not follow a Core-Siege flow.
Instead, it has its own class system with their own custom loadouts. These classes can have multiple primaries and secondaries and/or gadgets, but from the whole pool of weapons.
Characters have a defined loadout of equippable weapons on Siege, so we had to create a whole new menu to support this new custom made loadout system.
When I designed the badges, I knew would be close to Christmas. Even if we didnt want the event to be a Christmas event, Snowbrawl being put on the ice for a while meant it would be the sole "winter time event".
As of such, I made the badges in the spirit of ornaments… but with a weaponized feel to them. I focused on the "humans" to be a repetitve pattern and the "monsters" to be more like crowned in ice.
The operator cards were difficult to make at the time. It was made by Justyn Muniz which joined the events-cell recently. We were wondering if they had to be colored and bright to fit the Christmas skins or only the very few new Monster skins.
In the end, and because of the business requirements, we went with a clear and bright background to fit the vast amount of characters in the game.
The HUD Header for the first version of Freeze-For-All had a custom made header to show the current amount of still alive players in the arena.
This keyart was a monumental task. Because the map was so large it had to be visible from a distance. The thing is
It was complicated to make as, the Fort Truth, in the map is surrounded by hills. Making it impossible to "shoot" on a flat terrain. I had no choice but to use matte painting techniques and hand-painting to blend the characters, the foreground elements and the background world art.
And for an odd reason, I always get the "Are you Big Enough?" song in my head when I look at it! hahaha!
In 2024, Freeze-For-All would be fully reworked through its gameplay. Changing from a King of the Kill to a Kill Confirmed mode.
That brought a slight change that we now had skulls pickups on death. So I took the 3D asset and made new custom skulls icons.
I was requested to redo the Loading Screen. As there were new re-designs in the intro cinematic, the shot would be the starting screen for the first frame of it. I only had to repolish and tie it to the rest of the artworks already existing to fit the overall theme.
The Bakground card was a snippet from the Loading Screen.
In opposition the the previous year ice shards being oriented on the left, this time they would be pointing out towards the right side.
Lastly, the keyart for the 2024 reactivation a handpainting task more than anything. I wanted to have something much more powerful and down to the ground than the first version. So I had to paint the whole ice lands to hide the 3D meshes that combined the environment.
I had to litteraly redo the whole exterior piece, as nothing fitted from the first year on this version. I believe it renders a much more powerful vibe than the 2023 edition one I did while not being too overly far from the job the world team did on the Herford Exterior map.
Alexander Karpazis
David Trinquart
Guido Kuipp
Joanna Tsui
Teddy Blanc
Adrian Togeskov
Maxime Lagacé
Olivier Couture
Thomas Begne
Alexander Kurt
Joshua Crozman
Maxime Cloutier
Nael Jazar
Philippe Genois
Valmin Miranda
Vincent Varlet
Zhuhuii Yap
Émilie Besson
Simon Tessier
Justyn Muniz
Fabien Jean-Claude
Marco Briand
Mathieu Gasse
Maxime Laramée-Roby
Pascale Blanchette
Philippe Fontaine
Stéphane Tartelin
Aurélie Bosc
Bianca Delle Donne
Toni Da Luz
Sébastien François
Adam Tiller
Catherine Valois
Filipe Da Costa
Joël Masicotte
Laurent Martin
Mathieu Daoust
Alexandre Moge
Étienne Blythe
Frederic Ressaire
Jeremy Dowset
Mahdi Thiab
Yann Sylvestre
Amélie Bouchard
Cato Albu
David Barette
Franziska Marquardt
Jonathan Simard
Pierre-Luc Messier
Stéphane Bonetti
Yannick Tremblay
Capucine Baumgartner
Monica Penny
Victoria Linel
Vincent Girard
Dobri Vassilev
Dominique Grandmont
Cédric Segales
Marie Durand
Michel Marois
Romain Thibault
Cody Hutchinson
Dallas Keller
Ella Siemeni
Nicole Allen-Dexter
Peter Lajoie
Simon Ducharme
Mark Corrado
Mathieu Martinson
Samm Tremblay
Austin Rossi
Frédéric Haineault
Joey Audet Pepin
Juliette Lacharme
Luke Anthony Gavita
Valentin Guillemot
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