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Romane Govin
Romane Govin
3D Environment Artist at Passtech Games
Lyon, France

Summary

Hi! I'm Romane and I'm currently working fulltime as a 3D Environment Artist at Passtech Games.

I graduated in Game Art & Management at Supinfogame Rubika in 2016 and I'm now based in Lyon (France). My previous experiences include working as a freelance 3D Game Artist for companies such as Santa Ragione, PassTech Games, Nolaroads, Osome Studio.

3D work is my specialism but I love scribbling and doddling with ink on my spare time!

Feel free to see my complete resume or to contact me if you'd like more information about my work.

Complete resume:
https://romanegovin.files.wordpress.com/2013/03/romane_govin_resume_2017.pdf

Skills

3D ModelingGame ArtEnvironment ModelingSketching

Software proficiency

3ds Max
3ds Max
Blender
Blender
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
ZBrush
ZBrush

Experience

  • Lead 3D environment artist at Passtech Games
    FR
    October 2018 - Present

  • Freelance 3D Game Artist at Various companies
    Lyon
    December 2017 - Present

    Working remotely or locally, in Lyon (Fr) on several 3D game art contracts for companies including Santa Ragione, Nolaroads and Osome studio

  • 3D Environment Artist at PassTech' Games
    Lyon, France
    February 2017 - November 2017

    Creating 3D environment assets for a PC / Console game, according to concepts arts and using a full vertex color workflow.

    Building the different levels according to level designer's layouts, setting up the the ambiance, lighting and final look of the levels.

    Tasks extending to shader creation and props animation.

  • 3D Environment Artist Intern at Osome Studio
    Lyon, France
    July 2016 - Present

    I'm charged with creating 3D assets for the various environments of Osome studio's current project Hello World.

    My missions:

    - Modelling and texturing 3D environment assets, including modular assets. Make them practical to use for environment building.

    - Integrating assets in the engine.

    - Creating materials and shaders for both assets and VFX