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THE TEAM & ORGANISATION

  • Adopted a structured pipeline inspired by professional standards, with production calendar, sprints, and regular builds for testing and feedback.

  • Team monitoring handled via Miro by leads; overall project management coordinated by the project manager through reporting from lead artist and lead programmer.

SUNA Team
GitHub
GitHub
GitHub
GitHub
GitHub

ARTISTS

Camille GUINOT

Brice CARPINTEIRO

Sarah BAST

Sebastian MENGUAL

LinkedIn
LinkedIn
LinkedIn
LinkedIn
GitHub

OTHER CONTRIBUTORS

Thomas CASAMENTO

Vincent PARDIGON

George Miller HOCTOR

Kylian MICHEL

CONTEXT & DEV TOOLS

  • First 3D student project at Creajeux, developed in Unity with no prior multiplayer or 3D pipeline experience.

  • Ambition to create a fully playable multiplayer prototype with strong artistic direction and objective based gameplay.

  • Considering the scope, we all endorsed roles and responsibilities to ensure its success: my roles were 3D artist, art director and lead artist.

  • Universal Render Pipeline (URP), Unity 6 | Multiplayer: Netcode for Entities (DOTS)

Engine

Softwares

Substance Designer
Visual Studio

Tools & Languages

End of Development: 23 May 2025

SUNA Promo Banner

SUNA is a competitive multiplayer FPS game, a student project developed as part of our third year at Creajeux. Inspired in gameplay by Counter-Strike and VALORANT, it is set on a far desert planet, devastated by centuries of war between the E.O.S.F. Corporation and the native population for the control of the a spice with medicinal virtues.

10

6 months

MY CONTRIBUTIONS

As 3D Artist, I :

  • Modeled the drone character, numerous map buildings, and props​

  • Textured all weapons of the game, characters and numerous props

  • In-engine integration of core assets such as the map and its props, integration of textured weapons 

  • Animated the drone character (1st & 3rd person)

  • Lighting & Post-Processing ( lights bake, color correction, bloom, gamma, fog...) in Unity URP

Other contributions include :

  • Writing the Art Direction Document, defining the identity of the game, context and references.

  • Defining the visual identity of the game, color palette, general mood and tone.

  • Producing concept art for weapons, characters, and map elements, directed additional concept art.

  • ​Handling version control with SVN and GitHub and managed production workflows on Miro.

  • Mixing and mastering the soundtrack kindly composed by Thomas Casamento.

Karamove

KARAMOVE is a collaborative animation event where teams of students and professionals create an original music video, each group working on a specific sequence. The 2023 theme was "KOSMIK", and contributed as a matte painter for my team entry.

3

1 week

| PROJECT DEVELOPMENT TOOLS

Blender Sebastian Mengual Dev Tools
Photoshop Sebastian Mengual Dev Tools
Premiere Sebastian Mengual Dev Tools
TVPAINT Sebastian Mengual Dev Tools

| CONTEXT

  • collaborative animation event where teams of students and professionals create an original music video

  • each group working on a specific sequence

  • 8-second shot

  • contributed as matte painter

  • collaborated within a fast-paced, multidisciplinary pipeline

Context

| MY CONTRIBUTIONS

Within my team, I was responsible for the matte painting of our sequence. Even though my task was specific, the collaborative nature of KARAMOVE required continuous communication and adaptation: aligning our visuals with the animation, respecting the musical timing, and ensuring consistency with the other teams’ sequences.

This experience reinforced my ability to work efficiently under a strict deadline while coordinating with artists from diverse backgrounds.

Karamove 2023 KOSMIK Sebastian Mengual
Karamove 2023 KOSMIK Sebastian Mengual
My Contributions

| THE TEAM

Mathilde Soulié Karamove2023 Team

Mathilde SOULIE

Sebastian Mengual

Sebastian MENGUAL

Romain Fathi Karamove2023 Team

Romain FATHI

The Team
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