{"id":294,"date":"2018-10-29T00:09:07","date_gmt":"2018-10-29T04:09:07","guid":{"rendered":"http:\/\/www.evillair.net\/v4\/?page_id=294"},"modified":"2026-10-25T13:30:33","modified_gmt":"2026-10-25T17:30:33","slug":"resume","status":"publish","type":"page","link":"https:\/\/www.evillair.net\/v4\/resume\/","title":{"rendered":"Resume"},"content":{"rendered":"<p><img loading=\"lazy\" decoding=\"async\" class=\"alignnone wp-image-160 size-full\" src=\"https:\/\/www.evillair.net\/v4\/wp-content\/uploads\/2018\/10\/0-e1540788546269.jpg\" alt=\"yvesallaireimage\" width=\"171\" height=\"193\" \/><\/p>\n<p><span style=\"color: #99ccff;\"><strong><br \/>\nYves Allaire<\/strong><\/span><br \/>\n<strong>Texture Artist<\/strong><\/p>\n<p><span style=\"color: #99ccff;\"><strong>Summary:<br \/>\n<\/strong><\/span><br \/>\nI am a texture artist that has been working on AAA titles for over 20 years, highly passionate about art, technology and the creative processes involved in video game creation. I am also one who consistently develops artistic techniques to encourage innovation and visual product improvement.<br \/>\nYou can also check out my <a href=\"https:\/\/www.mobygames.com\/person\/73411\/yves-allaire\/\">MobyGames<\/a> profile.<\/p>\n<p><span style=\"color: #99ccff;\"><strong>Core Skills:<\/strong><\/span><\/p>\n<p style=\"padding-left: 30px;\">\u25ca Focus on Texture Art<br \/>\n\u25ca High poly modelling for use in Zbrush\/Photoshop texturing workflow<br \/>\n\u25ca PBR workflow knowledge<br \/>\n\u25ca Material creation<br \/>\n\u25ca Can work independently without much need for guidance and still follow art guidelines.<br \/>\n\u25ca Able to learn new tools and processes quickly<br \/>\n\u25ca Excellent understanding of the AAA game creation pipeline<br \/>\n\u25ca Conducting team member reviews<br \/>\n\u25ca Managed small to large teams of Artists: numbering 2 to 10<\/p>\n<p><span style=\"color: #99ccff;\"><strong>Technical Skills:<\/strong><\/span><\/p>\n<p style=\"padding-left: 30px;\"><strong>Software<\/strong>\u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0<strong>Experience Level\u00a0<\/strong><br \/>\n\u25ca Photoshop\u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a020+ years<br \/>\n\u25ca Dunia Engine\u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 10+ years<br \/>\n\u25ca Unreal Engine\u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 5+ year<br \/>\n\u25ca xNormal\u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 10+ years<br \/>\n\u25ca Zbrush\u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 10+ years<br \/>\n\u25ca Substance Designer\u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a02+ year<br \/>\n\u25ca Substance Painter\u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a04+ year<br \/>\n\u25ca 3ds Max\u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a08+ years<br \/>\n\u25ca Ddo\u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 1+ year<br \/>\n\u25ca Maya\u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a03+ years<br \/>\n\u25ca Unity\u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 3+ years<br \/>\n\u25ca Source Engine\u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 10+ years<\/p>\n<p><span style=\"color: #99ccff;\"><strong><span style=\"color: #99ccff;\">Employment<\/span><\/strong><strong style=\"color: #99ccff;\">\u00a0History:<\/strong><\/span><\/p>\n<p><span style=\"color: #ff6600;\"><strong>iRacing<\/strong> <\/span>| <i>Bedford, Massachusetts, USA<\/i><br \/>\n<em>FEB 2018 \u2013\u00a0present<\/em><br \/>\n<em><strong>Lead Material Artist <\/strong><\/em>(iRacing PC)<\/p>\n<p style=\"padding-left: 30px;\">\u25ca Texture creation<br \/>\n\u25ca Material creation<br \/>\n\u25ca Texturing track geometry<br \/>\n\u25ca Modifying track geometry<\/p>\n<p><span style=\"color: #ff6600;\"><strong>Ubisoft<\/strong> <\/span>| Montreal, Quebec, Canada<br \/>\n<em>AUG 2001 \u2013 OCT 2017<\/em><br \/>\n<em><strong>Lead Texture Artist\/Technical Artist<\/strong><\/em><br \/>\n<span style=\"color: #ffcc00;\">Far Cry: Primal <\/span>(Xbox One\/PS4\/PC)<\/p>\n<p style=\"padding-left: 30px;\">\u25ca Texture creation<br \/>\n\u25ca Material creation<br \/>\n\u25ca Texture artist reviews<br \/>\n\u25ca Technical guideline documentation for artists.<br \/>\n\u25ca Improvement of tools and features for artists.<br \/>\n\u25ca Mentoring new artists.<\/p>\n<p><em><strong>Texture Artist<\/strong><\/em><br \/>\n<span style=\"color: #ffcc00;\">Far Cry: 4 <\/span>(Xbox 360\/PS3\/PC)<\/p>\n<p style=\"padding-left: 30px;\">\u25ca Texture creation<br \/>\n\u25ca Material creation<\/p>\n<p><em><strong>Lead Texture Artist<\/strong><\/em><br \/>\n<span style=\"color: #ffcc00;\">Far Cry: Blood Dragon <\/span>(Xbox 360\/PS3\/PC)<\/p>\n<p style=\"padding-left: 30px;\">\u25ca Texture creation<br \/>\n\u25ca Material creation<br \/>\n\u25ca Texture artist reviews.<\/p>\n<p><em><strong>Texture Artist<\/strong><\/em><br \/>\n<span style=\"color: #ffcc00;\">Far Cry: 3 <\/span>(Xbox 360\/PS3\/PC)<\/p>\n<p style=\"padding-left: 30px;\">\u25ca Texture creation<br \/>\n\u25ca Material creation<\/p>\n<p><em><strong>Art Director<\/strong><\/em><br \/>\n<span style=\"color: #ffcc00;\">Rainbow Six: Vegas <\/span>(Xbo360\/PS3\/PC)<\/p>\n<p style=\"padding-left: 30px;\">\u25ca Establishing an artistic vision, style and quality standards<br \/>\n\u25ca Providing visual direction, guidance and feedback across all aspects of art development<br \/>\n\u25ca Developing style guides and reference materials to provide the art team<br \/>\n\u25ca Collaborating with artists, designers and engineers to create amazing gameplay experiences<\/p>\n<p><em><strong>Art Director<\/strong><\/em><br \/>\n<span style=\"color: #ffcc00;\">Rainbow Six:3<\/span> (Xbox\/PS2)<\/p>\n<p style=\"padding-left: 30px;\">\u25ca Establishing an artistic vision, style and quality standards<br \/>\n\u25ca Providing visual direction, guidance and feedback across all aspects of art development<br \/>\n\u25ca Developing style guides and reference materials to provide the art team<br \/>\n\u25ca Collaborating with artists, designers and engineers to create amazing gameplay experiences<\/p>\n<p><em><strong>Texture Artist<\/strong><\/em><br \/>\n<span style=\"color: #ffcc00;\">Splinter Cell <\/span>(Xbox\/PS2)<\/p>\n<p style=\"padding-left: 30px;\">\u25ca Texture creation<br \/>\n\u25ca Material creation<br \/>\n\u25ca Weapon Texturing<\/p>\n<p><span style=\"color: #ff6600;\"><strong>Crytek<\/strong> <\/span>| Coburg, Germany<br \/>\n<em>JAN 2000 \u2013 JUN 2000<\/em><br \/>\n<em><strong>Texture Artist<\/strong><\/em><br \/>\n<span style=\"color: #ffcc00;\">Unreleased Game<\/span> (Xbox\/PS2\/PC)<\/p>\n<p style=\"padding-left: 30px;\">\u25ca Texture creation<\/p>\n<p><span style=\"color: #99ccff;\"><strong>Languages:<br \/>\n<\/strong><\/span><br \/>\nEnglish \u2013 Fluent<br \/>\nFrench \u2013 Fluent \/ Native<\/p>\n<p><span style=\"color: #99ccff;\"><strong>Interests &amp; Hobbies:<br \/>\n<\/strong><\/span><br \/>\nIn my spare time I work on small 2d platformer games with the Construct 2 Engine.<br \/>\nI also write and record music, I have released several music CD\u2019s with small indie labels.<\/p>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Yves Allaire Texture Artist Summary: I am a texture artist that has been working on AAA titles for over 20 years, highly passionate about art, technology and the creative processes involved in video game creation. I am also one who consistently develops artistic techniques to encourage innovation and visual product improvement. You can also check [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"parent":0,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"","meta":{"footnotes":""},"class_list":["post-294","page","type-page","status-publish","hentry"],"_links":{"self":[{"href":"https:\/\/www.evillair.net\/v4\/wp-json\/wp\/v2\/pages\/294","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.evillair.net\/v4\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/www.evillair.net\/v4\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/www.evillair.net\/v4\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.evillair.net\/v4\/wp-json\/wp\/v2\/comments?post=294"}],"version-history":[{"count":10,"href":"https:\/\/www.evillair.net\/v4\/wp-json\/wp\/v2\/pages\/294\/revisions"}],"predecessor-version":[{"id":965,"href":"https:\/\/www.evillair.net\/v4\/wp-json\/wp\/v2\/pages\/294\/revisions\/965"}],"wp:attachment":[{"href":"https:\/\/www.evillair.net\/v4\/wp-json\/wp\/v2\/media?parent=294"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}