Website powered by
Marc D'Amico
Marc D'Amico
Visual Effects Artist @ Ubisoft
Montreal, Canada

Summary

VFX TD / VFX Director (For Honor) / Narrative Team (For Honor)
- March 2013 - Present

Typically in video games, the title VFX means pushing particles. This isn't the case at Ubisoft, responsibilities are much larger than that. My role includes particle work using our in-house particle scripting tool, logic scripting in our "FX Editor", shader writing in our shader node editor, using 3rd party apps to generate animated textures (Blender, Maya, 3DS Max to name a few) and assisting in tools dev. when necessary.

I also have several other roles that I've taken on. A key one being one of the principle voices of the VFX community at UBI Montreal. I've helped develop a few tools on our intranet to facilitate and encourage communication within the global VFX community. I also work with our job directors to organize meetups and workshops for VFX. I really felt this was a necessary thing to make sure all our VFX artists are on the same page with skills and knowledge.

------

Since the last quarter of 2015 I've been part of the For Honor team, working on the VFX for our fight systems, game modes and custom emotes while being general support for Anvil (our proprietary engine and tool set). Even though we don't have an official title for VFX TD and VFX Director at UBI Montreal, this is exactly roles that I've had. I collaborate closely with our programmers creating tools to get the best out of our engine and pipelines. Our tools on this project are quite unique and can be complex, which pretty much makes this a dream job for me. It's exactly what I need. I get to be artistically creative while constantly being challenged by the design team to come up with ways to execute on the new systems and game modes coming down the pipe. Performance is of massive importance on this game. This creates a really fun challenge to make sure that our other VFX artists are doing their best to get the most out of their work without busting budgets. I have a really hard time accepting simply chopping out the particle to get it to run properly. I work as closely with the team as I can to make sure everyone knows all the tricks to optimize their work as much as possible.

Lastly, I'm a member of the narrative team that drive the For Honor content and visuals from season to season. The last part of my responsibilities, along side the project art director, is directing what we call our "Mood FX". These are cosmetic effects that our players can purchase to allow them to customize executions, emotes, and other areas of the game's realization elements.

Projects
For Honor - Live Dev
For Honor - Marching Fire
For Honor
Assassin's Creed - Syndicate
Assassin's Creed - Unity
Assassin's Creed - Black Flag

-------------------------------------
Lead VFX Artist at Visceral Games @ EA Montreal
- April 2011 - March 2013 (2 years)

My main responsibilities on Devil's Cartel included handling VFX for the IGCS' (in-game cut scenes) and epic destruction. While doing that, I made sure that the VFX quality for the whole game maintained at a consistent, high level.

Epic destruction was a pillar of our game, so making sure they were awesome was a big part of my daily work. This didn't mean only the particle work - I helped plan out and design the events with designers & the cinematic director and handled the animations, VFX and scripting.

I won several team and company awards for performance and effort. One being the first group of five people to win the Visceral Games Arny Award (yes, It's Arny and not Army). Another being a letter written by John Riccitiello for scoring in the top 3% of EA employees. Every milestone and demo, our management set up "dream teams" to add the final layer of polish. They were small groups of six or so people. I was a member of every single one of them.

Most recently, I was invited to be a member of the Frostbite Content Council. This is a small group of individuals considered experts with Frostbite, whom communicate frequently to improve the engine and tools for EA as a whole.

Lastly, and my only real claim to faim, would be that I was the first (and so far, only) person to demo Frostbite 2 to the public, a feature done for GameInformer Magazine.

Projects
Army of Two - Devil's Cartel

-------------------------------------
Senior VFX Artist / Technical Artist at Behaviour Interactive
- March 2010 - May 2011 (1 year 3 months)

My responsibilities included effects pipeline coordination, tool development and of course... creating special effects.

Working on the tools pipelingwas very interesting because I got to use my passion and experience in CG to influence the design of the new tools. The idea was to make the tools as friendly as possible to the artist (while introducing advanced features), but also not give them the power to destroy the GPU with one shader.

Projects
WET 2 (canceled)

Special Effects Specialist at Ubisoft Montreal
- October 2009 - March 2010 (6 months)

Creating and integrating visual effects in-game, for scripted events and cinematics.

Projects
Prince of Persia - The Forgotten Sands

Senior VFX Artist / Technical Artist at A2M
- September 2005 - October 2009 (4 years 2 months)

I started this job strictly doing particle effetcs, then slowly started including the role of technical artist. Soon after I was promoted to Senior VFX Artist. I started helping on improving VFX tools and pipelines for artists but my main focus was always creating VFX.

Projects
WET
Kim Possible - What's The Switch
Indiana Jones Wii
Teen Titans
two other cancelled games

-------------------------------------
VFX Artist / Shader Artist / Compositor at Ubisoft
- March 2003 - September 2005 (2 years 7 months)

I started my career off here by doing compositing for the live action shots in Myst 4. This job was tougher than it at first seemed. There was a lot of roto work required, painted shadows (many of the shadows were killed by the keyer so they were required to be drawn in by hand for every shot). There was also a lot color grading to be done to fit the shots with the rendered backgrounds.

Next I moved on to do in-game special effects and shader work on Splinter Cell Chaos Theory followed by Splinter Cell Double Agent. In between Splinter Cell games, I worked in the cinematics department doing comp work for the pre-rendered cutscenes in Prince of Persia Warrior Within.

Projects
Splinter Cell - Chaos Theory
Splinter Cell - Double Agent
Prince of Persia - Warrior Within
Myst 4

-------------------------------------
Compositor at Meteor Studios
- August 2003 - September 2003 (2 months)

contracted to do rotoscoping and basic compositing for the film Scooby Doo 2.

-------------------------------------
Compositor at Tube Studios
- January 2003 - July 2003 (7 months)

I was one of two compositors for a TV series called Inuk. I did comp for vfx and render cleanup.

Skills

Art DirectionVFXTechnical DirectorVFX Lead

Software proficiency

Blender
Blender
Maya
Maya
3ds Max
3ds Max
Photoshop
Photoshop
After Effects
After Effects
Premiere
Premiere
Substance Designer
Substance Designer
Substance Painter
Substance Painter
Final Cut Pro
Final Cut Pro
Nuke
Nuke
Unreal Engine
Unreal Engine
Unity
Unity
Houdini
Houdini
DaVinci Resolve
DaVinci Resolve

Productions

  • Fh marching fire feature image
    • Video Game
      For Honor - Marching Fire
    • Year
      2018
    • Role
      VFX Lead / VFX TD
    • Company
      Ubisoft Montreal
  • Unnamed
    • Video Game
      For Honor
    • Year
      2017
    • Role
      VFX Lead + VFX TD
    • Company
      Ubisoft Montreal
  • Untitled 6
    • Video Game
      Assassin's Creed - Syndicate
    • Year
      2015
    • Role
      VFX Artist
    • Company
      Ubisoft Montreal
  • Apps.51396.69296710537599543.9e7afb5a 8195 4e25 bfc8 08e94d687949
    • Video Game
      Assassin's Creed - Unity
    • Year
      2014
    • Role
      VFX Artist
    • Company
      Ubisoft Montreal
  • Packshot
    • Video Game
      Assassin's Creed - Black Flag
    • Year
      2013
    • Role
      VFX Artist
    • Company
      Ubisoft Montreal
  • 307982 army of two the devil s cartel playstation 3 front cover
    • Video Game
      Army of Two - Devil's Cartel
    • Year
      2013
    • Role
      Lead VFX Artist
    • Company
      EA Montreal
  • 1824065 box wet
    • Video Game
      WET
    • Year
      2009
    • Role
      VFX Artist
    • Company
      Artificial Mind & Movement
  • 293508 indiana jones and the staff of kings playstation 2 front cover
    • Video Game
      Indiana Jones and the Staff of Kings
    • Year
      2009
    • Role
      VFX Artist
    • Company
      Artificial Mind & Movement
  • Screenshot 1
    • Video Game
      Kim Possible - What's The Switch
    • Year
      2006
    • Role
      VFX Artist + Environment Artist
    • Company
      Artificial Mind & Movement
  • 51xwxjjx3kl. ac
    • Video Game
      Teen Titans
    • Year
      2006
    • Role
      VFX Artist
    • Company
      Artificial Mind & Movement
  • 7570568
    • Video Game
      Splinter Cell - Double Agent
    • Year
      2006
    • Role
      VFX Artist
    • Company
      Ubisoft Montreal
  • Tom clancy's splinter cell   chaos theory coverart
    • Video Game
      Splinter Cell - Chaos Theory
    • Year
      2005
    • Role
      VFX Artist
    • Company
      Ubisoft Montreal
  • Prince of persia warrior within cover
    • Video Game
      Prince of Persia - Warrior Within
    • Year
      2004
    • Role
      Compositor
    • Company
      Ubisoft Montreal
  • Myst iv box art
    • Video Game
      Myst 4
    • Year
      2004
    • Role
      Compositor
    • Company
      Ubisoft Montreal
  • P34184 v v8 af
    • Movie
      Scooby Doo 2
    • Year
      2004
    • Role
      Rotoscoping
    • Company
      Meteor Studios
  • P249184 b v7 aa
    • TV Production
      Inuk TV series
    • Year
      2010
    • Role
      Compositor
    • Company
      Tube Studios