Monthly Profile: Sébastien Primeau, Art Director, Ubisoft Montreal

22 April 2010
POSTED BY (3D Professionals)

Sébastien Primeau, Directeur artistique Interview with Sébastien Primeau (JV00), Graduate of the Video Games program, Art Director at Ubisoft, Montreal

1- Which company do you work for and what position do you hold there?
I’m an art director at Ubisoft Montreal; this is a new role for me, and a very challenging one. I’m currently working on Shaun White.

2- Why did you choose a career in 3D?
Jurassic Park was the movie that had the greatest impact on my life!! I told myself “This is what I want to do, 3D!!” I was finishing secondary school, and my school had organized a Career Day, so I went to visit the NAD Centre. The minute I stepped foot inside, I was blown away: rooms filled with computers, and talented and passionate artists. I wanted to be a part of this, and even more so when I found out that the NAD Centre offered a Video Games program… this was so exciting for me given that I’d been playing games since my good old Atari 2600…a joystick, a red button… hours of fun. I was still wearing diapers at that time!!

3- In what way did the NAD Centre help you start a career in 3D?
The NAD Centre is a highly renowned school in the field of 3D and digital arts. The majority of the teachers work within the industry, either in video games or film. These teachers are highly qualified and are willing to share their knowledge and know how. For a person like me, who is super motivated and curious to learn about new technologies, I couldn’t wish for anything better than to be surrounded by passionate people, constantly looking for better ways of doing things.

4- What is your career path?
I started off as a generalist artist for a shop called Strategy First located in Montreal’s Old Port. My first experience in the industry was with Disciples Dark Prophecies, a turn base strategy game. Afterwards, I interviewed with Ubisoft for a level artist position, working on Prince of Persia The Sands of Time. At that time, Ubisoft had approximately 350 employees. I was responsible for modeling, texturing and lighting as well as level design. I learned a lot while working on this project. Then, I continued on with Prince of Persia Warrior Within, again as level artist. But, since I was always really interested in teaching, I left the industry to teach full time at the NAD Centre, where I also became director of the Video Games program. I’ve now been back at Ubisoft Montreal for nearly 5 years; the company now holds more than 2000 employees. I’ve worked on two productions as lead artist, Naruto Rise of a Ninja XBOX 360 and James Cameron Avatar; The Game XBOX360 and PS3. I’m currently working as art director on Shaun White Skate Wii.

5- What do you enjoy in your profession and why?
The simple fact of getting up in the morning and saying to myself: “Yes! I can’t wait to get to the office!!” I work in the entertainment industry and it would be quite illogical for me to say that I’m bored at work. Each day brings new challenges and this is something I need.

6- What are the qualities needed to succeed in your field?
First and foremost, to be passionate. And, to be creative for sure, but that’s a quality that can be nurtured by constantly remaining ahead of new technologies and new games on the market; and to do so, one must play, play and replay the new blockbusters or even the old classics. It’s surprising how taking out the old classics can inspire us; Mario Bros is a perfect example. Sometimes, we are better off starting with the basics. Having said this, the most important thing is to be a team player!!! The one who works in his/her corner and who doesn’t get involved with the rest of the team will not last long. This is really not a job for loners!

7- Do you have any advice to give to students who wish to make a career in 3D?
Be patient, do not cut corners. Unfortunately, today, too many people want things straightaway… I had to make several sacrifices to get where I am now. One must work hard, put in the extra effort and not get discouraged by artistic criticism, which can sometimes hurt our sensitive egos. One cannot get attached to his/her creations, but rather know how to take a step back and compare ourselves to others and adjust.