Pol Clarissou - polclarissou.com - contact@polclarissou.com
member of games/art collective Klondike
participation to events as a collective (panels, group showcases, installations)
participation to events as a collective (panels, group showcases, installations)
- Parallel Worlds conference, V&A museum (London)
- Indiecade Europe (Paris)
- Screenshake (Antwerp)
- Fantastic Arcade (Austin)
- A MAZE. (Berlin)
- & more
education:
2011 - 2016 · Supinfogame (France)
Videogame Director master's degree - RNCP level 1
graduation project: WARP-01
2011 - 2016 · Supinfogame (France)
Videogame Director master's degree - RNCP level 1
graduation project: WARP-01
experience:
2021-present · Trebuchet
VFX artist
2019-2021 · NUTS
artist
2019 · unannounced Topstitch project prototype art
artist
2017-2018 · Arcturus
VR interaction designer
2014-2019 · Vignettes
designer, artist
2017 · Technoculture, Art and Games lab (Concordia University, Montreal)
residency artist
2015-2016 · WARP-01 (graduation project)
tech artist
2016 · XXI Triennale di Milano International Exhibition, Santa Ragione
commissioned artist & developer
2015 · Orchids to Dusk, KO_OP
residency artist & developer
2014 · Swing Swing Submarine
2D animation intern
2021-present · Trebuchet
VFX artist
- production of visual effects for VR games built in Unity
2019-2021 · NUTS
artist
- released on iOS (Arcade), computers (Steam, Humble & itch.io) and Nintendo Switch
- directed and produced all visual content except for squirrel models / animations and additional tech art support for the outline effect
- handled visual concept, 3D modeling, Unity integration, overall shader development; participated to the level design process and to narrative development
- recognitions: Indiecade - Nominee and Audio Design winner, A.MAZE nominee, Day of the Devs selection, & more
2019 · unannounced Topstitch project prototype art
artist
- quick turnaround development and production of prototype art for testing and pitching purposes
- concept, production and implementation of environment and character assets, including shader work and scene dressing
2017-2018 · Arcturus
VR interaction designer
- 1 shipped project - The Way of Kings VR
- also handled Unity VFX in the late production phase of two projects (incl. The Way of Kings)
- also handled a visual direction change in an inhouse project (new proposal, external R&D artists selection and communication, new visual deck compilation)
2014-2019 · Vignettes
designer, artist
- released on iOS and Android mobile platforms, computers (Steam & itch.io)
- project started in 2014 but only fulltime between 2016 and early 2017
- created the original prototype
- handled the art direction and graphics production (concept, 3D modeling, Unity integration)
- design co-authored with Armel Gibson
- recognitions: Indiecade Europe - Nominees' choice award, IGF nominee, BIG festival nominee, A.MAZE nominee, VGA Gallery print selection, & more
2017 · Technoculture, Art and Games lab (Concordia University, Montreal)
residency artist
- created a multimedia narrative installation in collaboration with theater author Marie-Hélène Larose-Truchon and game designer François Kmetty
- the concept and design of the installation was a collaborative effort
- personally handled the creation of physical material for the installation (booklets, maps)
2015-2016 · WARP-01 (graduation project)
tech artist
- VR experience using cave automatic virtual environment technology (projection-based, room scale user motion and input, networked computers system)
- handled the creation of dynamic visual elements and special effects in Unity
- involved in design and implementation discussions
2016 · XXI Triennale di Milano International Exhibition, Santa Ragione
commissioned artist & developer
- concept and production of The Glass Room, a piece in the Triennale Game Collection exhibit, under the supervision of Santa Ragione
- exhibited in Milan during the Triennale
- released digitally on the Apple and Android mobile platforms, computers (via Steam)
2015 · Orchids to Dusk, KO_OP
residency artist & developer
- concept and production of Orchids to Dusk with KO_OP's financial and creative support
- recognitions: IGF nominee, A.MAZE nominee, FILE nominee, Digra Blank Arcade exhibit, & more
2014 · Swing Swing Submarine
2D animation intern
- created animations for the gamescom demo of Seasons After Fall using an inhouse Unity animation tool