Tom Clancy's Rainbow Six : Siege
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Rainbow Six: Siege Rengoku event, with now more than 3 iterations running since 2022, is a gamemode of frantic Control Point team deathmatch. Both teams try to control limited time activated Altars to make points in a long single round match.
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. In 2025, I had to step down from making it's illustration as my dad was affected with a phase 3 terminal cancer.
The creation of Rengoku was an "all hands on deck" moment for the Events-Cell. At the time, a new operator: Azami, just launched with her new Kiba gadget device. A kunai device capable of creating destructible soft walls.
We designed the overall thematic around the Japanese folklore and tying in the destructive aspects of Siege at the core of the gameplay.
It is considered the second best success amongst all events after Halloween's Doktor's Curse.
The business idea was to have an event close to the Golden Week and Chinese New Year, ironically not japanese specific celebrations.
The realisation Simon Tessier brought up to me when I was making the Concepts, Loading Screen and tiles, was that souls of the dead were to become lanterns. Altars were to burn to purify their sins and mold them for reincarnation.
Also both altars were to be able to color-code to specific teams (here shown as red and blue), and even color-code the areas in which the altars were sitting in.
And so the narrative and world teams took the concept and shaped it as an immortal battle at dusk, for souls to get freed from the purgatory of this lone temple above the clouds.
Badges, or Crests like we called them then, were designed with families and inspirations from their skin concepts in mind for operators. As emblems that would shape who they are and what lineage they would represent; sometimes refering to beasts, symbology, myths and legends.
When I made the key art, my goal was to expose the vastness of the sea of clouds and give it a burst of wind coming from the back of the operators. The overall lighting was focused on the glow of the sun, buring the backs of the Operators and give them a god-like scale against the "theater" the map and gamemode will feature them on.
Reactivating an event is pretty much the new way Siege is refreshing their lineups of events. Even if new ones can still show-up now and then, our goal is to "update" with new concepts and polish already working functionalities.
As of such the 2023 edition of Rengoku felt more like transition than creation: adding a few icons here, fixing this image or adding a new line of text here, etc.
The creation of the new crests was a nightmare this time around as a slew of never-ending iterations blocked our progress. It seemed we couldnt find exactly the new look that would be iconic for each new 4 skins (and the rework of Osa's past version).
I was acting as a supervisor and consultant more than executor on the feedbacks of the making of these assets. In the end, I had to step-in, afterwhich the above final versions were finally approved.
The second keyart I made for Rengoku still kept the overall sea of clouds I gree key art, my goal was to expose the vastness of the sea of clouds and give it a burst of wind coming from the back of the operators. The overall lightI added mountains in the surroundings and reworked my clouds and wind effects.
Since we dont focus on the temple anymore in this new composition, I spreaded lanterns around the operators as would souls gather around the condemned.
In the latest iteration of Rengoku, I was solely involved in the reworks of the oprator badges and adding more kibas icons, from those I developed previously.
This time we had two seperate effects on two slices of operators: one were using an explosive kibas, while the other the wall kibas. Also their unique secondary kibas needed a visible icon to be able to quickly select what gaemplay you'd wish at a glance.
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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