Arnaud Fayolle is Art Director at Ubisoft Positive Play, a team dedicated to demonstrating and amplifying the positive impact of videogames on our players and our planet.
Over the past 15 years he has contributed to diverse AAA games such as Forza Horizon 3 & 4, The Division 2, The Last of Us, Deus Ex Mankind Divided and many more. He developed a holistic approach to Game Art, merging the complex elements of Aesthetics, Narrative, Gameplay, and Technology to create “Art that plays great”.
A nature lover since childhood, Arnaud turned eco-anxiety into a driving force for the evolution of his work. Today, he is channelling the power of games to influence a cultural shift that can solve the climate crisis. Always on the frontline of game environmentalism, you can also find him in the IGDA Climate Special Interest Group and the Playing 4 the Planet Alliance, grassroots and industry-wide initiatives that are pushing the boundaries of what video games can do for our planet.
- Tom Clancy's The Division 2 (Xbox One, PS4, PC, Stadia)
Art Director of the second raid, Operation Iron Horse, produced in Annecy
- Tom Clancy's The Division 2 : Warlords of New York (Xbox One, PS4, PC, Stadia)
Art Director of the World Team in Annecy, responsible of two Main Missions (and the community's favorite puppy!)
- Forza Horizon 4 (Xbox One/PC)
Co-directed the Art team on this critically acclaimed open-world game (Metascore 92) from early concept to ship.
- Forza Horizon 3 : Hot Wheels (Xbox One/PC)
Main Art Director of this expansion pack, from preproduction to digital shelves.
- Forza Horizon 3 : Blizzard Mountain (Xbox One/PC)
Main Art Director of this expansion pack, from preproduction to digital shelves.
- Forza Horizon 3 (Xbox One/PC)
Co-directed the Art team on this critically acclaimed open-world game (Metascore 91). Mostly involved in Environments, Lighting, and VFX.
○ Set up Art directions for all disciplines (Concept, Environment, Character, Animation, UI, VFX) or translating client’s directions into visual solutions
○ Directly managed multiple teams up to 45 artists on different simultaneous projects.
○ Set up and managed internal trainings from Junior to Lead artists. Trained over 300 artists in China and Vietnam.
○ Actively involved in company growing, including hiring new artists, enhancing production pipelines and developing new tools.
○ Involved in two dozens released and upcoming games for Square-Enix, Sony, Microsoft, Zenimax and more, including two major blockbusters showcased at E3 2015.
○ Involved in a dozen released games including major AAA for Ubisoft, Activision, Sony, Warner...
○ Go-to person for all things related to Level Art, including Lighting, Set dressing, Visual Composition and Storytelling, Architecture Logic, Player Guidance, Level Processes and Optimization, etc.
○ Trained, coached and directly supervised the Level Team (Artist and Designers) to help them work together and achieve some of the highest quality standards in the industry.
- Tom Clancy's Ghost Recon : Future Soldier (Xbox360, PS3, PC) -
Working with level-designers to create realistic environments and lighting, according to level design.
Managing a small team of artist on multiplayer levels.
- Tom Clancy's Ghost Recon Online (PC) -
The game was developed in Singapore, but several sections of levels I initially made for GR:Future Soldier have been actually used in GR:Online.
- Highlander : The Game (Xbox360, PS3, PC) -
Starting as 3D Artist, I became Level Artist thanks to my knowledge for the Unreal Engine 3 (Scenes composition, complex shaders & lightings, etc.)
- The Witcher : Rise of the White Wolf (Xbox360, PS3) -
As Level Artist, we had to improve and optimise the whole game to port it on consoles from Aurora Engine (PC-only) to DaVinci Engine (Multiplatform), produce all normal maps, remake lightings from static to full dynamic, etc.