Tanguy Dewavrin
I have been a Metaverse and game developer for the last 28 years, with an artistic and creative background. I have evolved into a successful team leader, building, inspiring and motivating teams of game developers. I have been a Lead Artist and Art Director at multiple studios, so I am confident to drive a vision and communicate it to the team; on the other hand I also set up and managed 2 game studios, so I understand all commercial and management constraints. I have acquired a wide range of skills, from concept art through assets production and team management, to growing and running game studios. Started in France, at Cryo in 1994 ("Hardline"), then Silmarils in 1995 ("Deus") and back to Cryo in 1996 (Metaverse "Le Deuxieme Monde", "Barb Wire", "Atlantis"...). In 1997, moved to the UK to work at Simtex on "XLR8". Joined Argonaut in 1998 as a Senior Artist on "Malice", then Lead Artist on "I-Ninja". Also contributed to "Catwoman", as well as various prototypes including "Narnia", "Mission Impossible", "Harry Potter" etc... Lead Artist at Kuju from 2005 on various titles including "M.A.C.H.", "Nucleus" and "Geometry Wars Galaxies". Between 2007 and 2011, Art Director at doublesix, building the art team from the ground up. Involved in PS3/Xbox 360 projects: "Burn, Zombie Burn", "South Park: let's go tower defense play", "Top Gun", "Who wants to be a millionaire", "Strike Suit Zero" and "All Zombies Must Die!", as well as iOS games. Between March and August 2012: Art Director at Echo Peak, building up the team, to make Snoop Dogg's game "Way of the Dogg". Started up companies: Atom Republic in 2012 to make PlayStation Home content, then leading to Atom Universe in 2014 my own virtual world, and finally Atom Stars: the Metaverse-as-a-Service.
Tanguy Dewavrin
I have been a Metaverse and game developer for the last 28 years, with an artistic and creative background. I have evolved into a successful team leader, building, inspiring and motivating teams of game developers. I have been a Lead Artist and Art Director at multiple studios, so I am confident to drive a vision and communicate it to the team; on the other hand I also set up and managed 2 game studios, so I understand all commercial and management constraints. I have acquired a wide range of skills, from concept art through assets production and team management, to growing and running game studios. Started in France, at Cryo in 1994 ("Hardline"), then Silmarils in 1995 ("Deus") and back to Cryo in 1996 (Metaverse "Le Deuxieme Monde", "Barb Wire", "Atlantis"...). In 1997, moved to the UK to work at Simtex on "XLR8". Joined Argonaut in 1998 as a Senior Artist on "Malice", then Lead Artist on "I-Ninja". Also contributed to "Catwoman", as well as various prototypes including "Narnia", "Mission Impossible", "Harry Potter" etc... Lead Artist at Kuju from 2005 on various titles including "M.A.C.H.", "Nucleus" and "Geometry Wars Galaxies". Between 2007 and 2011, Art Director at doublesix, building the art team from the ground up. Involved in PS3/Xbox 360 projects: "Burn, Zombie Burn", "South Park: let's go tower defense play", "Top Gun", "Who wants to be a millionaire", "Strike Suit Zero" and "All Zombies Must Die!", as well as iOS games. Between March and August 2012: Art Director at Echo Peak, building up the team, to make Snoop Dogg's game "Way of the Dogg". Started up companies: Atom Republic in 2012 to make PlayStation Home content, then leading to Atom Universe in 2014 my own virtual world, and finally Atom Stars: the Metaverse-as-a-Service.
Skills




3ds Max
Unity
Zbrush
Maya
Photoshop
Simplygon
Unreal Engine
Blender
Perforce
Sketchfab
Premiere Pro
Substance 3D Painter
Adobe-Illustrator