Romain Durand
@rdurand.bsky.social
2.4K followers 290 following 63 posts
Founder at Ripostes.games Lead Environment Artist at GravityWell.games Previously : Wayfinder, Crash Bandicoot 4, Spyro Reignited Trilogy, Besiege... https://www.romaindurand.com/
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I don't understand, you don't want non-human abominations to produce what humans will be looking at? That's a bit of a weird stance, please rethink it.
Reposted by Romain Durand
Reposted by Romain Durand
Hey,
my contract will end end of October and I'm posting this to let people know that I will looking for a new job from November!
I'm a senior concept artist with more than 14 years of experience in videogame (indie, AA, AAA), and doing both chara & environment/props/moodboard...
"Please, think about upgrading to a newer tablet"
if you own a Cintiq 27QHD DO NOT UPDATE THE DRIVERS, the new drivers (that I got from a nice notification from Wacom to update mine) are not compatible and Wacom will just put a dumbass "Think about buying a newer tablet that is supported by this driver" afterward.
We have two opened, Enviro Art, and Enviro Art with a spe in Hard Surface.
Hey! Want to join a great company and be part of my environment art team?! Gravity Well is hiring an Environment Artist!
New Opportunity Alert! 🚨

We're looking for an Environment Artist to help us craft an exciting game world! Come join our team and bring our vision to life. 🎮 ✨

Check out the role and apply here: job-boards.greenhouse.io/gravitywell/...
Monseigneur Guillemot, a team of 3 indie aussie just crashed all of the game selling platforms on the planet.
Your portfolio will speak for itself, it will show me your motivation, taste, experience and prob a part of yourself Way more than any stupid resume or cover letters.
only engaging myself here,
there’s so many artists applying and I’ve been reviewing applications here’s a list of priorities that I’m looking at:

- Portfolio
- Portfolio
- Portfolio

resume and cover letters, I prob won’t even take more than 5 secs on if the folio is not fitting what I need.
Ah yes! Bakery!
We had this really cool little project for fun with a few friends a while back, and even though we didn't really spend much time on it nor go very far with it, I enjoyed working on this little character so much; bold shapes, warm & colorful palette, overall theme, pretty much my kind of stuff!
Reposted by Romain Durand
We had this really cool little project for fun with a few friends a while back, and even though we didn't really spend much time on it nor go very far with it, I enjoyed working on this little character so much; bold shapes, warm & colorful palette, overall theme, pretty much my kind of stuff!
Reposted by Romain Durand
a Bit of a short notice but I'll be closing my Gumroad account in a few moments, all of the tutorials won't be accessible anymore, but hopefully, new ones will appear on my personnal site soon. Those were outdated/bad, and I want to centralise where to find everything related to my work on my site.
Reposted by Romain Durand
Exciting news! ✨ We're growing our team and have 3 new openings for talented folks in the Design and UI/UX spaces. If you're passionate about making amazing player experiences, come join us!

Check out our open roles here: job-boards.greenhouse.io/gravitywell/
Gravity Well
gravitywell.games
Was included myself yep, I live in the 5th rounding
And I’ve just noticed that two persons of that team are already in Lyon! You only gotta move Cara and we get this started
Sometimes the risks are worth it! 😂
I’d make the art for that, if you want it painterly 🤷
Also, yes, the liquid color, glass color, specular color, height of the liquid, angle of it can be changed, I'm using Custom Primitive Datas here in order to have everything on a single material instance.
Bsky compression is kinda killing most of the subtle details.
Some painterly bottles, everything is fully opaque, using cubemaps for fake transparency.
Had a couple of hours today, added some bricks, moss, dust and water leaks, on top of small plants, everything is pretty "lose" and I'm going try to keep it that way for the all scene.
Bunch of things that includes how the light propagates on the surface, colored terminator, some specular modifications
And here's a static image