- Recommendations:Read 7 other recommendations on LinkedIn
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Julien is a technically skilled and well structured environment artist that delivers on complex and detailed environments effortlessly while keeping in mind budgets, production times and art direction requirements. He has been a great team player and an excellent asset on our art team, Julien has grown alot at Io and there is no environment i would not trust him to be able to execute on.Martin Vestergaard Kümmel, Technical Art Director at Unity Technologies - September 25, 2016
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[...] Julien is a great artist with passion and care for the game and the levels he works on. This is very visible in the final product where his persistency and often very clever solutions to level design challenges shines through. He has a great technical talent and ended up doing a lot of the scripted setups especially in the Hokkaido level. Julien is also very well organized and good at scheduling his work. He is very reliable and hard working. In conclusion I cannot recommend Julien enough. Great artist, passionate game developer and fantastic colleague. It would be my great pleasure to work with Julien again in the future.Janus Kirkegaard, Environment Artist at Unity Technologies - May 01, 2017
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I worked with Julien for about 18 months. Since first day at ZootFly it was obvious that he is very talented and passionate about game development. It was always a pleasure to discuss fresh ideas, working plans or eventual technical or artistic problems with him. Beside that, Julien is very polite person and open to every suggestion which made our communication easy and straightforward. It is a great shame that he left our company, and I can recommend him any time to any game development team.Aleksandar Novta, Technical Art Director, ZootFly - May 22, 2013
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Resume
- Julien Heijmans
- Born in 1986 in Belgium
- julien.heijmans@gmail.com
Experience:
- 2016-presentSenior Environment Artist at Io-Interactive (Copenhagen - Denmark)
- Title worked on: Hitman - Season one
- Currently working on: Hitman - Season two as track primary artist
- 2013-2016Environment Artist at Io-Interactive (Copenhagen - Denmark)
- Title worked on: Hitman 2016 - Season one
- 2011-2013Environment Artist and then lead Environment Artist at Zootfly (Ljubjlana - Slovenia)
- Title worked on: 'Marlow Briggs and the Mask of Death' title released on Xbox360 and PC
- 2010-20113D Environment Artist at Lexis Numérique (Marseille - France)
- Worked on a canceled title for PlayStation3 / Xbox360
- 2009-2010Freelance WebDesigner
- 2008-20093D Artist on Warmgun (Unreal Tournament Mod)
- Unpaid work
- 2007-20083D Artist at Widescreen Games (Lyon - France)
- Trainee - Working as prop artist on an UnrealEngine3 adaptation of the movie franchise Highlander (The project was canceled)
Skills and Softwares:
- Level Building
- - Glacier 2 (Strong technical level: Level building, setpiece scripting, level optimization, shader creation and editing, basic level in level design setups and visual effects.
- - Unreal Engine (Good knowledge of Level Building, Lighting, Shaders, Particles, Fx, Kismet/visual scripting)
- - Unity (Only short experience)
- Modeling
- - Autodesk Maya (High Level, low- and high-poly modeling, UVs, Skinning, bases in key-animation)
- - Autodesk 3DsMax (High Level, low- and high-poly modeling, UVs, Skinning, bases in key-animation)
- Hi-Poly Modeling
- - Zbrush (basic knowledges)
- - Maya and 3dsMax for hard-surface modeling (High level)
- - Good understanding of baking techniques.
- Texturing
- - Adobe Photoshop (High Level)
- - Substance suite (Basic Level)
- Programming/scripting
- - Basic knowledges in C,C++,Lua,Php,Javascript,Html/Css
- Others
- - I have participated to the creation of several Hitman levels from early layout and whitebox work, up to final polish, optimization and bugfixing phase.
- - Good level design understanding and communication with level-designers.
- - Good understanding of current console generation limitations and optimization techniques
- - Quick/Self-learner. I am eager to learn new stuffs. Whenever I have to work with a new tool/engine, I always try to learn as much as possible, to be able to deeply understand the tools and to quickly solve any problem I, or my colleagues can face everyday.
- - I have now worked for several years with different outsourcing partners, I have had to write briefs for prop and environment outsourcing and give feedback on the work produced by our different vendors. I have also had to produce demonstration scenes showing our chinese partners what we were expecting from them, and sometimes train some of our european outsourcing partners coming at the studio for a short period of time, explaining them best practices and how our internal pipeline and tools work.
Education:
- 2005-2008Haute Ecole Albert Jacquard (Namur - Belgium)
- Bachelor in computer graphics, secialized in real time 3d
- 2010English Language Certification: TOEFL IBT Test (Score: 100/120)
More about me:
- Technical skills
- - I have more of a technical background: With some studies in programming before getting into video-game art, I have basic knowledge in c++, lua, php, etc. I am always passionate to understand as much as possible the tools/engines I am using, trying to be able to use them as at their full potential.
- - This profile made me a key person in the creation of more complex setpieces and scripted elements during the development of Hitman Season one.
- Autonomous
- - Regarding optimization, lighting and shadows, fx, shaders, and even basic level design setups, I try to quickly learn everything that can be useful for me and become independent as soon as possible.
- Pro-Active spirit
- - I always try to have a pro-active spirit and never let tasks waiting on my desk. If I need to, I will go contact the different people required to finish a task, may it be coders, tools, qa, fx artists, producer, etc.
- - I also never hesitate to call colleagues whenever I find some bugs or mistakes in the engine, levels or tools. They might know it already, but they also might not, and in big projects, it is easy to miss a small glitch and leave it there. Working in team and being close to our colleagues seems for me to be necessary to get the job done well.
- - I always try to act positive and find ways to solve daily issues. When I find a problem, I do what it takes to solve it. I do not write it somewhere and skip it. I also am really open and do not hesitate to ask whenever I find something that is out of my reach.
- Versatility
- - I have good knowledge in modeling, texturing, animation and programming. I know that nowadays big companies are more likely looking for hardcore specialized employees, but in all my previous jobs it has been a great asset for me and my team. I have been able to create quick mock-ups or prototypes of in game scripted sequences, or background animations for the levels I was working on, avoiding the project to stall for no reasons.
- - A must for great teamwork: I also believe that even in specialized teams, having good knowledge in other fields allows me to be more efficient in team working, knowing exactly what can be done, how, and how much work tasks are requiring. Or to prepare content that other people will have to work on.
- Communication
- - Having worked on a AAA production, I do understand that good communication skills is required to make a great game. I am easy to talk to, and very open to suggestions or requests.
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