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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FREEZE-FOR-ALL

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.


FREEZE-FOR-ALL – 2023 EDITION

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!

FREEZE-FOR-ALL – 2024 EDITION

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.

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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