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Senior Technical Artist

Alice - nusan - Zanuttini
Author
Alice - nusan - Zanuttini
French she/her

View as a PDF file

Skills
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  • Programming c++, HLSL, GLSL, C#, python, LUA, Houdini VEX
  • Middleware Unreal 3/4/5, Unity, Houdini, Blender, Maya
  • Indie Dev creation of multiple 2D and 3D games using Unity or Pico 8
    available on nusan.itch.io
  • Shader live coding live coding practice, creating shaders live in the demoscene

Experience
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Senior Technical Artist
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DON’T NOD Entertainment, Paris
2019 to 2022 (4 years)

  • Work on unannounced games
    • Usage of Unreal 4 and 5, Houdini and Houdini Engine to create procedural interactive tools for artists
  • Work on game Harmony: The Fall of Reverie (PC/Switch/PS5/Xbox X/S)
    • Designing and implementing asset creation pipeline in collaboration with artists
    • Creation of tools in Maya, Unreal of other middlewares to help asset creation
  • Work on game Tell me why (PC/XBoxOne)
    • Implemented various shading models (hair, eyes, …)
    • Implemented snow footstep, background impostor
    • Implemented wrinkle system for facial and cloth normal animation
    • R&D on rendering technologies to fit the artistic direction
    • Optimization, VFX support, material graph creation and maintenance

dne

Graphic Programmer
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DON’T NOD Entertainment, Paris
2009 to 2018 (10 years)

  • Work on games Remember Me, Life is Strange, Life is Strange 2, Vampyr and other projects at Don’t Nod
  • Console developpement on PS3/PS4/XBox360/XBoxOne
  • Implementing / optimizing rendering code on Unreal 3 and 4 (DOF, lighting, PostFX …) using c++/HLSL
  • Helping artists achieve their visions (VFX, lighting artists, camera artists, sound designer, …)

games

Graphic User Interface Programmer
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Cyanide, Paris
2007 (1 year)

  • GUI programming in c++ on the game “Blood Bowl” (PC, PSP)
  • Gamebryo engine, CEGUI

bloodbowl

Formation
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  • PHD in Arts et Technologies de l’Image
    University Paris 8, Paris (2008 to 2012)
    Thesis: “From photorealism to expressive rendering in real-time 3D imagery for video games : graphic programming for depth of field, material, reflection, fluids and strokes”
    made while working at DON’T NOD
  • Master Arts et Technologies de l’Image
    Université Paris 8, Paris (2004 to 2008)
  • DUT Services et Réseaux de Communication
    Université Louis Pasteur, Strasbourg (2002 to 2004)