Pol Clarissou - Unity VFX artist showcase
Here is a sample of my VFX work over the past few years, in roughly chronological order.
Note that this page will load many animated images, some of which are quite heavy.
You can also download the .gif files in a ZIP archive at this link.
All the work showcased on this page was created in the Unity game engine, using a combination of custom shaders, textures and meshes; Unity's particle system and animation features, and C# scripting. Tools most frequently used: Shadergraph or Amplify Shader Editor, Blender, Photoshop, Substance Editor.
My approach to special effects pays particular attention to the 3-way dialogue between art direction, clarity of feedback, and technical integration and performance concerns.
I have experience creating effects based on existing concepts created by the art team, and coming up with effects from scratch within an established art direction, depending on the needs of production. I am also able to handle effects integration directly in the engine, in dialogue with the programming department; and to discuss the impacts of different options based on the target platform(s) and possible technical challenges.
I am open to contract work and/or a longer-term hire in Montréal, Canada or remote. I am fluent in English and French.
Links of interest: resume - personal projects portfolio - contact@polclarissou.com
Compass - 2022-2025
This game is currently unreleased.
Finalized effects:






Research and debug/prototyping effects:


PB: Prohibition - 2022-2025




Broken Edge - 2021-2022




NUTS - 2019-2020



Arcturus - 2017-2018


Vignettes - 2016-2019

Personal and small scale works with a focus on special effects and rendering:
Links of interest: resume - personal projects portfolio - contact@polclarissou.com