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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SHOWDOWN EVENT

Rainbow Six: Siege Showdown event is amongst the first event ever created in the game. It had a first iteration in 2018, an arcade in 2020 and was kept under the rug until it's resurface in 2025.


It's was a 3 v 3 control point team deathmatch of very few short rounds. Both teams try to control or protect the gold for the other team. In its recent iteration it was a 5 vs 5 players, the game balncing was redone, and the roster got upgraded.

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.


SHOWDOWN – 2025 EDITION

Yet again, as other reactivated R6Siege events on my website, we alwys intend to pay hommage to to the past and make a tweak on the new version.


Visually the theme was pretty much setted already. I just had to redo tiles, artworks and us visuals and concepts to bring back its nostalgia.

Most assets for Showdown were done back in 2018 at its inception. I simply reused, tweaked and sliced parts of it into the new, repainting parts to give it a fresher look.

Badges were made in illustrator and designed as Western Objects, Animals, Themes, for each skin. Instead of being the other way around, I created the badges from the skin looks in mind.


Luckily, we had a full roster collection. Meaning we had the old AND the new skins all together. That's very cool and you can let your creative juices run wild.


We opted for a Medallion background for The Law, and a Wanted Parchment poster for the Gang. In the end I'm happy the whole looks ended up; I wanted to try a less "black and white" outline type of icons for Siege since Snowbrawl and Rainbow Is Magic and lean more into illustrative emblems.


I was fortunate to have the approval of my Art Directors Joanna Tsui and Teddy Blanc, as the risks, with all AI slop starting to flood the internet, was that illustrative icons works could be tied to it. By chance, it was obvious it was more of my "vector art style" than anything else.

The adaptability of those emblems were the biggest concerns. Mostly in the HUD Header and Scoreboard as they are so tiny even on 27" 16:9 screens. Yet, as for many events, we prefer the fantasy of it as events are considered more "casual" than "frantic" overall.

The keyart was more work than it seems at first glance. The whole front portion of the image, with the fort, is actually a mish-mashed reconstruction of many parts of the 3D assets.


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!

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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