You can check the full posts on my ARTSTATION
 
As a Lead Artist for Assassin's Creed Valhalla my main focus was to keep everything owned by the Art Team at Ubisoft Barcelona consistent with the rest of the game art direction. While being hands-on in the development as much as I could, I supervised my team's work from concept to level art as well as lighting and FX to make sure we reached the high standards expected in an Assassin's Creed title.
 
Special thanks to:
Daniel Diaz - 3D Artist - ARTSTATION
Pau Treserra - 3D Artist - ARTSTATION
Pablo Ruano - 3D Artist - ARTSTATION
Santi Lopez - 3D Artist - ARTSTATION
Guillaume Deschamps - Lighting Artist - ARTSTATION
Massimiliano Italiano - Lighting Artist - ARTSTATION
Francisco Garcia - FX Artist - ARTSTATION
Daniel Arriaga - FX Artist - ARTSTATION
Alexander Joseba - Concept Artist - ARTSTATION
Charlie Thorpe - Concept Artist - ARTSTATION
 
The Daughters of Lerion encouters were a big team effort from Ubisoft Barcelona. The art team had the opportunity to fully develop the DoL Arena's look and moods as well as the visual direction for all the in-combat VFX and lighting. It was a very nice iterative process where we needed to take care of all the visual development of the combats while developing certain narrative elements that connected the three sisters, gave them purpose and also explained their background story about their childhood.
 
Assassin's Creed Valhalla
Assassin's Creed Valhalla
Assassin's Creed Valhalla
Assassin's Creed Valhalla
Assassin's Creed Valhalla
Assassin's Creed Valhalla
Assassin's Creed Valhalla
Assassin's Creed Valhalla
Animus Anomalies was visually speaking, the biggest challenge the Art Team at Ubisoft Barcelona had to face during the development of Assassin's Creed Valhalla. While researching, defining and executing the visual direction and all the tech art involved in this feature, this was a highly iterative process that took into account not only the art direction of the Animus Anomalies themselves, but the main game's one in order to integrate one element with the other during any Time of Day, weather condition, region and location as all the Animus Anomalies had to perfectly and seamlessly integrate with the world. Defining its signature visual direction really pushed the team to try and research all sort of solutions, pipelines and techniques while both tech and design were also being implemented. As a Lead Artist my main focus was to keep this content consistent in terms of art direction and reasonable taking into account time, team and tech constrains. Under the supervision of Raphael Lacoste, AC Brand Art Director, I oversaw my team's work from concept to level art as well as lighting and FX to make sure we reached the high standards expected in an Assassin's Creed title. I was also in constant communication with other disciplines and studios involved in the realisation or these encounters to make sure we had a fluent and visually appealing experience.
 
Assassin's Creed Valhalla
Assassin's Creed Valhalla
Assassin's Creed Valhalla
Assassin's Creed Valhalla
Assassin's Creed Valhalla
Assassin's Creed Valhalla
At Ubisoft Barcelona we also had the pleasure to work on the boss fights for the two dreamworlds in Assassin's Creed Valhalla main game. The art team had the opportunity to fully develop the Giants Arena's look and mood as well as the visual direction for all the in-combat VFX and lighting.
 
Assassin's Creed Valhalla
Assassin's Creed Valhalla
Assassin's Creed Valhalla
Assassin's Creed Valhalla
Assassin's Creed Valhalla