Showcase & Discover Creative Work

Eric Cochonneau

Orlando, FL, USA

Work Experience

Electronic Arts

Art Director

- Art direction of the “Tiger Woods PGA Tour” franchise, defining and conceptualizing major visual features & benchmarks with the desired consumer experience in mind.
- Identifying art processes and techniques required to deliver all art assets to quality levels as defined by set visual benchmarks.
- Continually monitoring progress & iteration and ensuring all visual elements are delivered to AAA quality and benchmarks standards.
April 2009 Orlando, Florida, United States


Art Director / Art Manager

- Contribution to the implementation of CryEngine tools & visual features used by “Crysis”. Art assets management and visual direction provided for the CryEngine3 GDC 2009 demo.
January 2009 - April 2009 Frankfurt am Main, Germany


Art Director / Art Lead

- Art direction including definition of an artistic vision, research and creation of the visual style documentation for an undisclosed AAA title for next-generation platforms.

- Directing and managing a team of 3 concept artists/mood painters to illustrate the overall look and feel for all aspects of the game.

- Management of a team of 10 in-house production artists. Project management using Agile Development (SCRUM). Planning, scheduling and quality control over the execution of all art assets.

- Provided art management and creative direction for a team of 8 artists of one of Crytek’s development studios located in Kiev, Ukraine, including on- and off-site training on the company's production pipelines and asset quality control.
April 2005 - January 2009 Frankfurt am Main, Germany

Guerrilla Games

Lead Character Animator

Character animation during pre-production of Killzone™: Liberation.

- 3D character animator, using Maya©, responsible for all in-game character animations during the pre-production phase of Killzone™: Liberation.
- Motion capture clean-up & optimization, keyframed & rotoscoping animation.
- Creation of characters motion trees and animation blends using in-house proprietary tools.
October 2004 - April 2005 Amsterdam, Netherlands

Guerilla Games

Cinematic Art Director / Lead 2D Compositor

Post-production on the cinematic production for Killzone™.

- 2D special effects compositor, using Shake©, responsible for defining the visual style of Killzone™ cinematics, for setting up & coordinating a workflow process, and managing a team of compositors to ensure efficiency & visual consistency.
- Layers compositing, matting, color correction.
- 2D processing of Maya© 3D information to generate real-life visual effects, such as DOF, motion blur, fog, lighting, shadows, glare, film grain, etc...
July 2004 - October 2004 Amsterdam, Netherlands

Guerriila Games

Lead Character Animator

Character animation for Shellshock™ Nam'67.

- 3D character animator, using Maya©, responsible for the majority of in-game character animations & additional cinematic animations.
- Motion capture clean-up & optimization, keyframe & rotoscoping animation.
- Creation of characters motion trees and animation flow-graphs using Guerrilla’s proprietary softwares & tools.
May 2003 - July 2004 Amsterdam, Netherlands

Streamline Studios

Art Director

Responsible for the artistic development, strategic planning and focus of the studio, including project/team management and quality control over all execution of contracts and services.

- Realization of Warhammer 40.000 TV series teaser, using 3ds Max and Combustion.
- Assets outsourcing management for “Street Racing Syndicate” , published by Namco, using 3ds Max and Photoshop.
- Supervision of artwork production over the studios in-house game project development.
December 2002 - May 2003 Hilversum, Netherlands

Valkieser Solutions

Art Director / Lead 3D Artist

Responsible for artistic and technical decisions on broadcast projects involving 3D production.

- Identity concept & logo design.
- Storyboarding, modelling, texturing, animation, special effects, compositing.
- Realization of 3D animated TV show leaders, station identity bumpers, TV shorts and commercials, DVD sequences and menus.
November 2000 - November 2002 Hilversum, Netherlands


Cinematic Lead Artist

Demonworld™ 2 cinematic production.

- Realization of the 3D animated intro cinematic for the real-time strategy game Demonworld™ 2.
- Responsible for the visual style of the FMV, using 3dsmax©.
- Storyboarding, modelling, texturing, animation, special effects, compositing.
July 1999 - November 2000 Aachen, Germany

Wings Simulations

Lead Artist

Panzer Elite™ WWII real-time strategy tank simulation for PC.

- Creation of the Art Style Guide & responsible for all visual aspects of the game.
- Realization of all 2D & most 3D content of the game (real-time models & textures, high-resolution graphics & animations, intro cinematic, GUI).
June 1997 - June 1999 Essen, Germany


Concept Artist / 3D Artist

"Paradigm Shift" Online Game.

- Concept art & Character design for the different civilisations of the game.
- Realization of graphics for the interface of the game.
October 1996 - June 1997 Oslo, Norway



Masters degree in Computer Graphics

September 1995 - July 1996 Strasbourg, France

Campus "La Grande Tourrache"

Bachelors degree in Industrial Design

September 1991 - June 1994 Toulon, France


French (Native),
English (Fluent),
German (Fluent),


Art Direction, Compositing, Maya, Photography, 3D Modeling, 3ds Max, After Effects, Agile Project Management, Branding And Visual Identity, Conceptual Art, Constructive Feedback, CryEngine, Dreamweaver, Flash, Graphic Design, Illustration, Illustrator, Lighting, Lightroom, Outsourcing Management, Performance Reviews, Photoshop, Premiere, Project Management, Project Planning, Rigging, Self-motived Team Player/builder, Shader Creation, Sketching, Special Effects, Storyboarding, Team Leadership, Team Management, Technical Art Direction, Texturing, Unity3D, Visual Communications, Visual Development, Web Design,