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[[File:Marc Senecal.jpg|thumb|185px|Marc-Antoine Senecal.]] | [[File:Marc Senecal.jpg|thumb|185px|Marc-Antoine Senecal.]] | ||
'''Marc-Antoine Senecal''' was formerly a 3D Character Modeler and Level Artist working at [[Ubisoft]] Montreal, and is best known for his work on the [[Assassin's Creed series|''Assassin's Creed'' series]], among which are ''[[Assassin's Creed: Brotherhood]]'', ''[[Assassin's Creed: Revelations]]'', and some early character modeling for the upcoming ''[[Assassin's Creed III]]''. His areas of specialty are concept art, character creation and modeling, all of which he has employed in creating unique NPC characters for the ''Assassin's Creed'' series. | |||
Currently, Senecal is working for a Warner Bros game development studio in Montreal, as part of an unannounced AAA project. | |||
==Games Credited== | ==Games Credited== | ||
| Line 11: | Line 10: | ||
*''Assassin's Creed: Revelations'' (2011), Ubisoft | *''Assassin's Creed: Revelations'' (2011), Ubisoft | ||
*''Assassin's Creed: Brotherhood'' (2010), Ubisoft | *''Assassin's Creed: Brotherhood'' (2010), Ubisoft | ||
*''Prince of Persia | *''Prince of Persia: The Forgotten Sands'' (2010), Ubisoft | ||
*''James Cameron's Avatar: The Game'' (2009), Ubisoft | *''James Cameron's Avatar: The Game'' (2009), Ubisoft | ||
==Education== | ==Education== | ||
*N.A.D. center, ( | *N.A.D. center, (2005–2006) | ||
*CEGEP André Laurendeau, D.E.C., Visual Arts ( | *CEGEP André Laurendeau, D.E.C., Visual Arts (2003–2004) | ||
===Specialities=== | ===Specialities=== | ||
* | *High and low resolution model creation | ||
* | *Implementing production pipeline for characters | ||
*Texture | *Texture mapping: diffuse, normal and specular maps | ||
*In-depth knowledge of | *Texture creation: hand painted textures | ||
*In-depth knowledge of Autodesk 3DS Max, ZBrush, Adobe Photoshop, human anatomy and hand painted textures. | |||
==Gallery== | ==Gallery== | ||
| Line 34: | Line 34: | ||
==Trivia== | ==Trivia== | ||
*Senecal was one of the key designers | *Senecal was one of the key designers behind creating and establishing the pipeline for the production process for faster character development, alongside [[Alexandre Amancio]]'s team. | ||
==References== | ==References== | ||
*[http://senecal3d.com/ | *[http://senecal3d.com/ Marc-Antoine Senecal]'s official website. | ||
*[http://ca.linkedin.com/pub/marc-antoine-senecal/5/230/84b Marc-Antoine Senecal] | *[http://ca.linkedin.com/pub/marc-antoine-senecal/5/230/84b Marc-Antoine Senecal]'s professional profile on LinkedIn. | ||
*[http://www.mobygames.com/developer/sheet/view/by_title/developerId,351245/ Marc-Antoine Senecal] | *[http://www.mobygames.com/developer/sheet/view/by_title/developerId,351245/ Marc-Antoine Senecal]'s profile on MobyGames. | ||
*[http://www.behance.net/masenecal Marc-Antoine Senecal] | *[http://www.behance.net/masenecal Marc-Antoine Senecal]'s profile on Behance.net. | ||
{{DEFAULTSORT:Senecal, Marc}} | {{DEFAULTSORT:Senecal, Marc}} | ||
Revision as of 13:32, 10 August 2012

Marc-Antoine Senecal was formerly a 3D Character Modeler and Level Artist working at Ubisoft Montreal, and is best known for his work on the Assassin's Creed series, among which are Assassin's Creed: Brotherhood, Assassin's Creed: Revelations, and some early character modeling for the upcoming Assassin's Creed III. His areas of specialty are concept art, character creation and modeling, all of which he has employed in creating unique NPC characters for the Assassin's Creed series.
Currently, Senecal is working for a Warner Bros game development studio in Montreal, as part of an unannounced AAA project.
Games Credited
- Unannounced AAA title (2012), Warner Brothers Studio
- Assassin's Creed III (2011), Ubisoft
- Assassin's Creed: Revelations (2011), Ubisoft
- Assassin's Creed: Brotherhood (2010), Ubisoft
- Prince of Persia: The Forgotten Sands (2010), Ubisoft
- James Cameron's Avatar: The Game (2009), Ubisoft
Education
- N.A.D. center, (2005–2006)
- CEGEP André Laurendeau, D.E.C., Visual Arts (2003–2004)
Specialities
- High and low resolution model creation
- Implementing production pipeline for characters
- Texture mapping: diffuse, normal and specular maps
- Texture creation: hand painted textures
- In-depth knowledge of Autodesk 3DS Max, ZBrush, Adobe Photoshop, human anatomy and hand painted textures.
Gallery
The following is a sample gallery of Marc-Antoine Senecal's character modelling for Assassin's Creed: Brotherhood.
-
Micheletto Corella character model.
-
Francesco Troche character model.
-
Copernicus character model.
-
Follower of Romulus character model.
Trivia
- Senecal was one of the key designers behind creating and establishing the pipeline for the production process for faster character development, alongside Alexandre Amancio's team.
References
- Marc-Antoine Senecal's official website.
- Marc-Antoine Senecal's professional profile on LinkedIn.
- Marc-Antoine Senecal's profile on MobyGames.
- Marc-Antoine Senecal's profile on Behance.net.