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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RENGOKU EVENT

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.


RENGOKU – 2022 EDITION

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.

RENGOKU – 2023 EDITION

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.

RENGOKU – 2025 EDITION

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.

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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