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Currently, Senecal is working for a Warner Bros game development studio in Montreal, as part of an unannounced AAA project.
Currently, Senecal is working for a Warner Bros game development studio in Montreal, as part of an unannounced AAA project.


==Games Credited==
== Games Credited ==
*''Unannounced AAA title'' (2012), Warner Brothers Studio
*''Unannounced AAA title'' (2012), Warner Brothers Studio
*''Assassin's Creed III'' (2011), Ubisoft
*''Assassin's Creed III'' (2011), Ubisoft
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*''James Cameron's Avatar: The Game'' (2009), Ubisoft
*''James Cameron's Avatar: The Game'' (2009), Ubisoft


==Education==
== Education ==
*N.A.D. center, (2005–2006)
*N.A.D. center, (2005–2006)
*CEGEP André Laurendeau, D.E.C., Visual Arts (2003–2004)
*CEGEP André Laurendeau, D.E.C., Visual Arts (2003–2004)


===Specialities===
=== Specialities ===
*High and low resolution model creation
*High and low resolution model creation
*Implementing production pipeline for characters
*Implementing production pipeline for characters
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*In-depth knowledge of Autodesk 3DS Max, ZBrush, Adobe Photoshop, human anatomy and hand painted textures.
*In-depth knowledge of Autodesk 3DS Max, ZBrush, Adobe Photoshop, human anatomy and hand painted textures.


==Gallery==
== Gallery ==
The following is a sample gallery of Marc-Antoine Senecal's character modelling for ''Assassin's Creed: Brotherhood''.
The following is a sample gallery of Marc-Antoine Senecal's character modelling for ''Assassin's Creed: Brotherhood''.
<gallery captionalign="left" spacing="small">
<gallery captionalign="left" spacing="small">
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</gallery>
</gallery>


==Trivia==
== 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.
*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/ Marc-Antoine Senecal]'s official website.
*[http://senecal3d.com/ Marc-Antoine Senecal]'s official website.
*[http://ca.linkedin.com/pub/marc-antoine-senecal/5/230/84b Marc-Antoine Senecal]'s professional profile on LinkedIn.
*[http://ca.linkedin.com/pub/marc-antoine-senecal/5/230/84b Marc-Antoine Senecal]'s professional profile on LinkedIn.
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{{DEFAULTSORT:Senecal, Marc}}
{{DEFAULTSORT:Senecal, Marc}}
[[Category:Development Team]]
[[Category:Development Team]]
[[Category:Assassin's Creed: Brotherhood Development Team]]
[[Category:Assassin's Creed: Brotherhood development team]]
[[Category:Assassin's Creed: Revelations Development Team]]
[[Category:Assassin's Creed: Revelations Development Team]]
[[Category:Assassin's Creed III Development Team]]
[[Category:Assassin's Creed III Development Team]]

Revision as of 21:02, 3 October 2012

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, 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.

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